Houdini Ocean Toolkit for Maya


#168

Is there any Eigenvalue output (J minus) from the Arnold Shader?
Can only see it in the MR shader :frowning:


#169

Yes. But since Arnold does not allow multiple outputs on a shading node you have to copy the hotocean node used for displacement and use the copy by setting the output mode to jMinus (or any of the other eigen values). The values may not exactly fit the displaced mesh since the shader does not know where the shaded point came from before it was displaced, but the results are usually good enough.

Cheers,
Nico


#170

Thx man.
Yeah I realized in the meanwhile that there is a different output mode.
So just gotta duplicate it :slight_smile:


#171

Hi everyone,

I have a test scene rendering perfect in batch, but not on the farm. They seem to be missing the displacement shader/deformer.

I tried doing an alembic cache, but when I do, the geometry gets progressively more exaggerated as the frames go (10 frames)

Help?

Thanks


#172

Hi again,

Alembic caching works again, the evaluation mode is back on DG.

I tried rendering on the farm again, only this time, I disconnected the aiHotOcean/displacement connection and it looks like the geometry isn’t there.


#173

This sounds like you don’t have the deformer/shader installed on your farm machines. Every machine that needs to render something with HOT needs a working installation of it.

Cheers,
Nico


#174

its working in 2015 and not in 2016


#175

I’m not able to get the MR shader for linux working in 2016, I’m getting a “call to undeclared function “hotOcean””, same for the vector displace.

I’ve had that happen before when I tried to use the 2015 shader in 2016 as a test. Are you sure the 2016 version is the one in the archive?


#176

I’ve got it compiled for linux 2016 myself, phew. I’ve never been able to make it work before.


#177

Strange. Works for me here. Which MR version are you running?
I used a Maya 2016 with mental ray: version 3.13.1.2, Jan 21 2015, revision 236291
on a Centos 6.0.

Maybe some Distro related troubles. If you are bored you could run “ldd hotOcean.so” for me to see if something is not matching/found.
But congratulations for compiling it yourself. It’s too often the only viable solution on Linux. There are just too many flavours of it out there.

Cheers,
Nico


#178

I finally found some time to do the vray shader. So as a late christmas gift a vray shader for Windows is now included in the package. I tested it with Vray 3.10.01 in Maya 2016 on Windows.

A little vray test with 2 stacked shaders and one shaders jMinus for some fakefoam:

//youtu.be/PRN_M3ra4sk

I also added an OSX compile for the deformer made by Oliver Markowski to the package.

Cheers, Nico


#179

U r the man :slight_smile:

great work my friend, send my regards to Oliver :wink:


#180

Dayum Nico, what a treat. Another late xmas-present, first v-ray 3.3 and now finally a hot-shader, big thanks for this contribution.

I tested and it works sweeeet! Only thing I missed until I checked your examples was to connect the texture directly to the SG, haven’t seen that before, when I connected out col to a displacement-node’s vector slot it didn’t work. Maybe it’s just me but that might be something to clarify… Other than that all good here. Really good

:keenly:


#181

Good point about the displacement connection. I will update the readme file.

Did you test it with vray 3.3? I’m not sure if I need to recompile it for the update. We haven’t switched at work yet so I couldn’t test it.

Nico


#182

Yup I’m on 3.3, works a charm!


#183

Added Windows/Maya 2016Ext2 for the deformer and MR shader. No Linux, if somebody desperately needs it let me know.
How time flies…


#184

I think I speak for everyone here Nico when I say thanks so much for these updates and staying on top of things.


#185

Hey Nico,

Thanks for this plugin! I’m having trouble with the VRay Shader, using VRay 3.3 in Maya 2016sp5. It shows up fine in the 2D Textures list, but when I add it in Hypershade i get these errors:

shadingNode -asTexture VRayHotOcean;
// Result: VRayHotOcean2 //
shadingNode -asUtility place2dTexture;
// Result: place2dTexture2 //
connectAttr place2dTexture2.outUV VRayHotOcean2.uv;
// Result: Connected place2dTexture2.outUV to VRayHotOcean2.uvCoord. //
connectAttr place2dTexture2.outUvFilterSize VRayHotOcean2.uvFilterSize;
// Result: Connected place2dTexture2.outUvFilterSize to VRayHotOcean2.uvFilterSize. //
// Error: ERROR: Could not create plugin TexHotOcean ! //
// Error: ERROR: Could not create plugin TexHotOcean ! //
// Error: ERROR: Could not create plugin TexHotOcean ! //
// Error: ERROR: Could not create plugin TexHotOcean ! //
// Error: ERROR: Could not create plugin TexHotOcean ! //
// Warning: Unsupported texture VRayHotOcean //
// Error: ERROR: Could not create plugin TexHotOcean ! //
// Warning: Unsupported texture VRayHotOcean //

Any ideas what’s going wrong?
Thanks!


#186

Hello, yes… great plugin! We used it in a project and worked perfectly!

I am having the same issue as Uniel:

// Error: ERROR: Could not create plugin TexHotOcean ! //


#187

This is usually the case when Vray can’t find the .dll from the shader, because the environment variable is not set up correctly.
Check by using

getenv "VRAY_FOR_MAYA2016_PLUGINS_x64"

as mel code. It should point to the folder with the dll.

You could also try copying the .dll into vrays bin folder.

If that does not work either take a look at vrays output when the plugin is loaded. It should print something like this:

[2016/Jun/22|11:44:54] V-Ray: V-Ray core version is 3.25.01
[2016/Jun/22|11:44:54] V-Ray: Loading plugins from “C:/Program Files/Autodesk/Maya2016/vray/vrayplugins/vray_.dll"
[2016/Jun/22|11:44:57] V-Ray: 74 plugin(s) loaded successfully
[B][2016/Jun/22|11:44:57] V-Ray: Loading plugins from "C:/Users/administrator/Documents/maya/2016/modules/Houdini_Ocean_Toolkit/vray/vrayplugins/vray_
.dll” [/B]
[2016/Jun/22|11:44:57] V-Ray: 1 plugin(s) loaded successfully

If it finds the .dll but has a problem loading it, there will be an error message there.

Cheers,
Nico