OctaneRender™ for LightWave™ build 1.17.0 released

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Moderator: juanjgon

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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hello,

This is a new release of the OctaneRender™ for LightWave™ plugin, build 1.17.0 - released for Lightwave 10.x and 11.x Windows x32 and x64, and for Lightwave 11.x Mac OSX.


Download plugin links:
http://render.otoy.com/customerdownload ... .0_x32.zip
http://render.otoy.com/customerdownload ... .0_x64.zip
http://render.otoy.com/customerdownload ... .0_OSX.zip


How to install the plugin (Windows):
- Download the install file, you can see that inside it there is the plugin, the octane.dll and octane.dat files and a custom LW menu bar file
- Copy the octane.dll and octane.dat files into you install Lightwave/bin directory
- Add the plugin from Lightwave Layout, select the plugin for your Lightwave version (10.x or 11.x)
- Install the custom menu bar to get access to the Octane features

How to update the plugin (Windows):
- It is like install the plugin again (copy the .dll and .dat files to the Lightwave/bin directory and add the plugin and menu bar again), but you must be sure that there aren't any octane master plugins running in the Layout before try to add the plugin again. There is a live master plugin needed to start/stop the engine that must be closed to allow plugin reinstall.
- This build uses the new Octane SDK 1.17, if you are working with Windows please be sure that you update the Octane.dat and Octane.dll files inside your Lightwave/bin folder.


How to install the plugin (OSX):
- Download the install file, you can see that inside it there is the plugin and a custom LW menu bar file
- Add the plugin from Lightwave Layout
- Install the custom menu bar to get access to the Octane features

How to update the plugin (OSX):
- It is like install the plugin again (add the plugin and menu bar again), but you must be sure that there aren't any octane master plugins running in the Layout before try to add the plugin again. There is a live master plugin needed to start/stop the engine that must be closed to allow plugin reinstall.


*NEW FEATURES IN THE 1.17.0 RELEASE*
- First OSX release
- New objects properties plugin to store current and future octane features at object level
- Disable materials override flag in the objects properties plugin
- New option in the plugin options panel to enable the reload of image maps with the same name in each reload scene action. Enabled by default.
- Zoom and pan inside the main rendering preview window while rendering large images. New "Zoom" button in the preview rendering window to enable the zoom and pan (only visible if the image is large and the preview window has a zoom factor > 1).


*BUGS FIXED IN THE 1.17.0 RELEASE*
- Plugin doesn't work under Windows XP. Fixed.
- Change objects or materials in the override panel while IPR is working crash Layout. Fixed
- Switch to half resolution in the IPR could crash Layout in complex scenes. Fixed.
- Force the render resolution in the IPR crash Layout. Fixed.
- Layout crash while scaling the IPR window if scene is complex. Fixed.
- IPR image store functions don't work in the new release. Fixed.
- Layout crash on exit under OSX. Fixed.
- IPR zoom using mouse wheel is too fast in OSX. Fixed.
- Index of refraction in the glossy material starts now at 1 (similar to the specular material). Setting it to 1 still disables Fresnel (similar to what the values in [0..1] did before).
- fixed bump/normal issues for all materials (incl. specular) and surfaces with roughness 0
- improved smooth normals looking at a very shallow angle on poorly triangulated geometry
- Improved bump mapping for highly specular glossy materials and for specular materials
- Improved normal interpolation of poorly triangulated geometry when viewed at shallow angles
- Inverted the behaviour of "gmtoffset" in the daylight environment node. I.e. gmtoffset is now the time zone offset of your local time. As a consequence you have to invert the gmtoffset in your already existing scenes.



Enjoy it ;)
-Juanjo
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Why thank you sir. No time to play today, but will get right on it tomorrow :)

Do tell, what does this mean? "New objects properties plugin to store current and future octane features at object level"

Can't get my head to make it mean anything :)
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

There is a new custom object plugin that allow set Octane properties for each object in the scene. Currenty only one option is avaliable, the disable materials override, but in the future here we can have other rendering properties for the object.

-Juanjo
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gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Ah, I see.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
tyrot
Licensed Customer
Posts: 144
Joined: Sun Dec 19, 2010 8:43 am

thanks Juan for this update -

in 1.16 - i had several MDD loader related crashes especially when i make some scrubbing in timeline - I ll check and let you know about it.. .

Thank you again.
..
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FrankPooleFloating
Licensed Customer
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Thanks Juanjo!!!.. going to play with Override Exclusion as soon as I get this update
installed. Can't wait to see results. And thanks again for zoom -- this will be sweet
for sure.

;)

Edit: I have tested Override Exclusion extensively... it kicks ass, and will really,
really help the compositing workflow... but...

Juanjo, if it were possible for you - with what you have available in SDK, to add
another option in Override (in Render Target - not Object Properties) that would allow
all overridden objects to have a toggle of [X] Alpha Channel = Constant Black, this
would allow us to render (desired) items and still receive shadows from overridden
objects.. and have a perfect alpha. We would be able to drag these renders straight
into a comp in PS and have it be right on the money, with no need to lift another
finger. This would be virtually identical to the LW's Object Properties > Render Tab >
Alpha Channel > Constant Black...

Currently, if you have objects as Matte but opaque, they do cast shadows, but then
also show up in alpha.. yes, you can make a clean/gorgeous alpha using matte and
setting them to 0% opacity.. but then they don't cast shadows. :-(

What you have already done will make many things possible that weren't before...
and I am eternally grateful.. But having this feature above would take us to where
it will not be as critical for Team Octane to get those highly coveted compositing
features into Octane - that I have been pining for all these months. But if you can't,
for whatever reason, we will still be able to do pretty much everything now.. just
with more steps. Please believe me I wish I could have foreseen this earlier and asked
for this in 1.17 update... kind of needed to play with override/override exclusion to
stumble upon this...
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
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3dworks
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Posts: 295
Joined: Fri May 21, 2010 5:08 pm
Location: Berlin
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seems that layout is not accepting the .plugin file as such. no way to install on either LW 11.5 or LW 11.0.1, both osx 64 bit.

specs: apple mac pro v5,1 (mid 2010), 2x6 cores @2.66 ghz, radeon hd 5870, 40 gbyte ram, osx 10.8.3 mountain lion.
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

3dworks wrote:seems that layout is not accepting the .plugin file as such. no way to install on either LW 11.5 or LW 11.0.1, both osx 64 bit.

specs: apple mac pro v5,1 (mid 2010), 2x6 cores @2.66 ghz, radeon hd 5870, 40 gbyte ram, osx 10.8.3 mountain lion.
I think that your first problem is that you have an ATI GPU, as you should know Octane needs a NVIDIA GPU. You also need to install the CUDA drivers, but without a NVIDIA GPU I think that this is not possible.

-Juanjo
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FrankPooleFloating
Licensed Customer
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Joined: Thu Nov 29, 2012 3:48 pm

Dude, you have bigger problems than that.. you don't appear to have a nVidia GPU...
you are not going to get far without one of those...

Edit: damn, Juanjo got there first!
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
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3dworks
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Location: Berlin
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sorry, posted wrong specs from my may workstation... on my other mac pro i'm running an nvidia 285 gtx card. but the good news is that i resolved the issue. for some reason layout didn't properly update plugin info's, so after a total rescanning of all plugins it worked :)

cheers

markus
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
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