OctaneRender® for Maya® 3.05.3 - 9.27 [OBSOLETE]

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JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Otoy® is proud to announce the availability of a new version of OctaneRender™ for Maya®
The world's fastest and most feature-rich unbiased render engine that integrates completely into Autodesk® Maya®.

Maya® Version Requirements

This release will work with Maya® Versions 2015, 2016, 2016.5 and 2017 64-bit on MS Windows operating systems, 2015, 2016, 2016.5 and 2017 64-bit on Linux operating systems, and 2016, 2016.5 and 2017 64-bit on OSX operating systems (including and above 10.9).

COMPATIBILITY AND OCTANERENDER STANDALONE REQUIREMENT

To run OctaneRender™ for Maya®, you need to also have an activated OctaneRender™ Standalone copy activated on the machine you wish to install the plugin onto.
You cannot purchase and use only the Maya plugin and use it without also owning an activated copy of Octan eRender™ Standalone on your machine.


For network slave and daemon please download standalone installer here:
viewtopic.php?f=24&t=58640


CHANGES SINCE THE PREVIOUS VERSION
  • Fixed gradient texture bug.

Windows

DOWNLOAD

OctaneRender for Maya 9.27

OctaneRender for Maya DEMO 9.27


Linux

Installation:
- Just run the installer to see its command line keys.

DOWNLOAD

OctaneRender for Maya - 9.27 Linux

OctaneRender for Maya DEMO - 9.27 Linux


OSX

Installation:
- Just run the autoinstaller file.

DOWNLOAD

OctaneRender for Maya - 9.27 OSX

OctaneRender for Maya DEMO - 9.27 OSX
Last edited by JimStar on Thu Jan 26, 2017 1:00 am, edited 1 time in total.
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

JimStar wrote:
  • Fixed gradient texture bug.
Thanks,
but the bug as described here : viewtopic.php?f=110&t=57451#p301922
is only half-fixed :( :

The first black color entry [0] at position 0,
doesn't disappear anymore in the render,
but still disappear in the UI :?
maya_2017-01-23_09-15-47.png

While you're at this part of the code,
why not finally update the Octane Gradient node with the builtin Maya Ramp Widget ?
maya_2017-01-23_12-42-54.png
maya_2017-01-23_12-42-54.png (7.5 KiB) Viewed 3138 times
Implementing Maya ramp attributes and its UI widget, is really straightforward :
This is just a matter of using MRampAttribute in the node code and AEaddRampControl in its AEtemplate.
http://www.chadvernon.com/blog/resource ... attribute/



The Maya Ramp Widget could also help to get rid of a very bad limitation in the current gradient node UI:
color entries are not texture mappable ! :shock: .
(In standalone it's possible and very very useful )

And anyway the Maya Ramp Widget would be a major usability improvement, especially for volume gradient and fluids...


_
Pascal ANDRE
capmotion
Licensed Customer
Posts: 25
Joined: Thu Feb 05, 2015 3:07 pm

Exciting stuff!

How do I find the node graph editor? I really like the Standalone workflow, and would like to use it in Maya too.
i7-2600K @ 3,40 GHz | 32 Gb | 2x GTX 970 1x Quadro K2200 | Windows 10 Pro
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

capmotion wrote: How do I find the node graph editor? I really like the Standalone workflow, and would like to use it in Maya too.
Hum, there must be a misunderstanding,
some months ago there was another development branch of the V3 plugin (by Kai),
which was supposed to have the exact same nodes than Standalone and then we could have used the exact same workflows.
With the Kai's plugin we also had an access to the Octane SDK debugger which is basically the Node-graph editor of Standalone.
But since then, the Kai's development branch has been abandoned I guess (and never reached more than an unstable prototype state),
then JimStar (the historical developer) started again a new V3 version, from the V2 development branch.

This is this version, which is very stable and have a lot of old issues solved, plus most of the V3 features integrated ( but not all ).
With this plugin some of the Octane features are hidden behind "black box" functionalities (as in V2), so we don't have the same level of control as in standalone,
but the ORBX exporter has been so much improved that it is a viable option to work in the plugin, and with Standalone in parallel when more grainy control is needed.
Also I must say that this current development is of great quality, the branch is maintained in an almost always very stable state;
almost no "collateral" bugs were introduced with the improvements and the progressive integration of new feature (that's really rare in usual development).

As in the V2 plugin version, the Maya node Editor can be used to deal with the subset of Octane nodes and attributes exposed.
Pascal ANDRE
nedan
Licensed Customer
Posts: 52
Joined: Tue Sep 11, 2012 11:09 am

Batch Commands like "-gpu1 0 -gpu2 0 -gpu3 0 etc." did not work. Can you please fix?

Also, will be nice if the network slaves are activated only when "-r octane" is using. Now even if we use other renders on CPU, like -r sw, or -r mr, all the slaves in the network are getting busy, and parallel rendering CPU - GPU is compromised.

Thanks.
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