OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Forums: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Moderator: juanjgon

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby juanjgon » Tue Sep 26, 2017 9:33 pm

juanjgon Tue Sep 26, 2017 9:33 pm
BorisGoreta wrote:This force normal thing when LW viewport is in wireframe does not work with surfaces with polygon side node used. In wireframe mode Octane gets confused and doesn't know which side of the polygon is which.

Yes, this is the problem. If the Layout only has wireframe viewports, the mesh normals are not computed, so they are not available for the IPR. The plugin is using a Layout command added some version ago that forces the Layout to compute the normals for the external renderers, but sometimes it doesn't work fine. In any case, this is a Layout limitation.

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby FrankPooleFloating » Tue Sep 26, 2017 11:01 pm

FrankPooleFloating Tue Sep 26, 2017 11:01 pm
It worked correctly much of the time... enough so that refreshing IPR here and there was not enough for me to put much thought into finding out what the hell was the problem -- and I kinda suspected that this was just a LW quirk I guess -- which is prolly why I forgot about the whole wireframe/normals thing altogether... I'm glad I can put this behind me, as I have completely left my wireframe Layout editing in the rear view mirror.

Thanks again for straitening me out. ;)
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
User avatar
FrankPooleFloating
Licensed Customer
Licensed Customer
 
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby BorisGoreta » Sat Sep 30, 2017 1:11 pm

BorisGoreta Sat Sep 30, 2017 1:11 pm
I am not sure we can use "visible on specular" on lights. We can use it on emissive surfaces but I can't seem to find this option for the lights.
User avatar
BorisGoreta
Licensed Customer
Licensed Customer
 
Posts: 1411
Joined: Fri Dec 07, 2012 6:45 pm

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby juanjgon » Sat Sep 30, 2017 4:37 pm

juanjgon Sat Sep 30, 2017 4:37 pm
In the Octane_light, the visible on diffuse and visible of specular features are controlled using the standard "Affect Diffuse" and "Affect Specular" LightWave lights parameters. The same happens with the "Shadow Type", that can be set to off to disable the cast shadowns.

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby FrankPooleFloating » Sat Sep 30, 2017 4:42 pm

FrankPooleFloating Sat Sep 30, 2017 4:42 pm
:shock: YES!! Thanks for keeping it simple J!! :D
Last edited by FrankPooleFloating on Sun Oct 01, 2017 7:15 pm, edited 1 time in total.
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
User avatar
FrankPooleFloating
Licensed Customer
Licensed Customer
 
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby FrankPooleFloating » Sat Sep 30, 2017 5:53 pm

FrankPooleFloating Sat Sep 30, 2017 5:53 pm
Hey Juanjo, Sphere light type seems to be behaving strangely.. or perhaps not at all.. maybe something broken with it... I am trying to do an invisible (transparent) sphere light with 0% opacity and Transparent Emission on, and it ain't doin' nothin'... :? Works for others, including Box... In other words, switching back and forth between light types works brilliantly, on all of them, until you switch to Sphere...
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
User avatar
FrankPooleFloating
Licensed Customer
Licensed Customer
 
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby FrankPooleFloating » Wed Oct 04, 2017 1:23 am

FrankPooleFloating Wed Oct 04, 2017 1:23 am
Juanjo, sorry, but ngons are behaving badly too. :? Please test and see if they are rendering correctly on your end.
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
User avatar
FrankPooleFloating
Licensed Customer
Licensed Customer
 
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby juanjgon » Wed Oct 04, 2017 9:01 am

juanjgon Wed Oct 04, 2017 9:01 am
FrankPooleFloating wrote:Juanjo, sorry, but ngons are behaving badly too. :? Please test and see if they are rendering correctly on your end.

Hi,

Sorry, here my ngons unit test scenes seem to work fine. Can you send me a sample scene with this problem? It is true that some ngons have problems with the triangulation algorithm, but this issue is very rare.

Thanks,
-Juanjo
Attachments
image003049.jpg
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby juanjgon » Wed Oct 04, 2017 9:05 am

juanjgon Wed Oct 04, 2017 9:05 am
FrankPooleFloating wrote:Hey Juanjo, Sphere light type seems to be behaving strangely.. or perhaps not at all.. maybe something broken with it... I am trying to do an invisible (transparent) sphere light with 0% opacity and Transparent Emission on, and it ain't doin' nothin'... :? Works for others, including Box... In other words, switching back and forth between light types works brilliantly, on all of them, until you switch to Sphere...

Thanks for reporting this issue. Yes, it seems that the light emission is not working with the sphere lights (that are using the Octane sphere primitive). Probably there is a bug in the Octane core. I'll check it.

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Postby juanjgon » Thu Oct 05, 2017 8:53 am

juanjgon Thu Oct 05, 2017 8:53 am
FrankPooleFloating wrote:Hey Juanjo, Sphere light type seems to be behaving strangely.. or perhaps not at all.. maybe something broken with it... I am trying to do an invisible (transparent) sphere light with 0% opacity and Transparent Emission on, and it ain't doin' nothin'... :? Works for others, including Box... In other words, switching back and forth between light types works brilliantly, on all of them, until you switch to Sphere...

The problem with the sphere lights is a known Octane limitation of the sphere primitives. The workaround is to set the Sampling Rate to 0.0, because now they are excluded from the direct lighting.

Thanks,
-Juanjo
Attachments
image003055.jpg
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain
PreviousNext

Return to Lightwave 3D


Who is online

Users browsing this forum: No registered users and 13 guests

Thu Apr 18, 2024 7:09 am [ UTC ]