OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Forums: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby FrankPooleFloating » Fri Dec 18, 2015 12:21 pm

FrankPooleFloating Fri Dec 18, 2015 12:21 pm
Apparently, meshes do not need to be closed... I just made a copy of dragon with gaping hole.. still works.
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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby juanjgon » Fri Dec 18, 2015 12:23 pm

juanjgon Fri Dec 18, 2015 12:23 pm
FrankPooleFloating wrote:...but you can't add volumetrics to any mesh, even the dragon if you bring it back in... From what I can tell, it can only be pasted onto mesh...


As soon as you link any texture into the absorption, scattering or emission inputs in the node editor, you should be able to select the mesh shape. Without any texture linked to these inputs, the plugin only has enabled the OpenVDB functions.

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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby juanjgon » Fri Dec 18, 2015 12:24 pm

juanjgon Fri Dec 18, 2015 12:24 pm
FrankPooleFloating wrote:Apparently, meshes do not need to be closed... I just made a copy of dragon with gaping hole.. still works.


It can work, or not ;) ... the behavior of open meshes is unknown.

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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby FrankPooleFloating » Fri Dec 18, 2015 12:53 pm

FrankPooleFloating Fri Dec 18, 2015 12:53 pm
juanjgon wrote:
FrankPooleFloating wrote:...but you can't add volumetrics to any mesh, even the dragon if you bring it back in... From what I can tell, it can only be pasted onto mesh...


As soon as you link any texture into the absorption, scattering or emission inputs in the node editor, you should be able to select the mesh shape. Without any texture linked to these inputs, the plugin only has enabled the OpenVDB functions.

-Juanjo


Aaaaaaahhhhhhhh. Roger dat. ;)

Edit: The Memory (Use/Free): seems to be broken in F9. Showing 0/2630 on current render.
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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby Bitboy » Fri Dec 18, 2015 11:38 pm

Bitboy Fri Dec 18, 2015 11:38 pm
I did some more displacement tests with my models I've used it on and attached are IPR shots with displacement node settings and the displacement map itself. I felt it was better to have the different settings visualised as a result than just explaining it. Sorry if it seems excessive.

From what I've learned only the displacement amount will affect the displacement. The Shift value does absolutely nothing. When I set the displacement to 1 um it looks normal with no displacement. Any negative value pops it a specific amount back. Different negative values will not change it.
Attachments
OR3.0-Beta-Displacement-07.jpg
Large negative displacement and huge shift
OR3.0-Beta-Displacement-06.jpg
Small negative displacement and huge shift
OR3.0-Beta-Displacement-05.jpg
Larger displacement and huge shift
OR3.0-Beta-Displacement-04.jpg
Original displacement and huge shift value
OR3.0-Beta-Displacement-03.jpg
1 um displacement and no shift
OR3.0-Beta-Displacement-02.jpg
Same settings but with no shift
OR3.0-Beta-Displacement-01.jpg
Original displacement settings
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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby juanjgon » Sat Dec 19, 2015 12:34 am

juanjgon Sat Dec 19, 2015 12:34 am
The shift value is useless currently, it is deprecated. The next build will add the new mid-level parameter to control the displacement offset.

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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby Bitboy » Sat Dec 19, 2015 12:46 am

Bitboy Sat Dec 19, 2015 12:46 am
Thanks Juanjo. Looking forward to testing it.
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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby mdharrington » Sat Dec 19, 2015 6:58 pm

mdharrington Sat Dec 19, 2015 6:58 pm
Bitboy wrote:
juanjgon wrote:Do you have your drivers updated?-Juanjo


Running NVidia driver version 358.50 as it's the best one right now for Windows 10 as far as I can tell. Newer ones crashes the display driver.



If you have a 'select' 680 that falls under the WDDM 1.3 you will only be able to mix those 2 cards on windows 10 with 358.5.......don't try updating (yet)

http://nvidia.custhelp.com/app/answers/ ... phics-card

I am running 2x470's and a 970 and had to find this out the hard way.....windows 10 wont work with any other drivers with WDDM 1.3 and WDDM 2.0 cards in combination other than driver 358.50 (so far)
They are said to be releasing a driver fix in the future for this, but until then 358.50 is the only one that can mix older and newer cards (4,5, and some 6's)
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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby Bitboy » Sat Dec 19, 2015 7:57 pm

Bitboy Sat Dec 19, 2015 7:57 pm
I know about the WDDM issue and that's why I replaced my Quadro 4000 which was running with the Fermi GPU to the GTX 980. That solved the issue since my GTX 680 is also running with WDDM 2.0. I was p*ssed to say it mildly when I found out that my Quadro and GTX wouldn't work together - AFTER having upgraded to Windows 10. NVidia's track record with drivers have been taking a dive lately. Lots of problems for people with mobile versions and those with more than one graphicscard. That's why I'm running 358.50 since that is for me the most stable version. It's also the one several users recommended to run on the NVidia forums.

EDIT: Also the 358.50 driver will stop working with more than one graphicscard (only if you're mixing WDDM 1.3 and 2.0) if you run the latest Windows 10 upgrade (I'm on the fast insider release track). Found out when one card simply vanished after a Windows update to a newer build.
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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Postby 3dcgmodeler » Sat Dec 19, 2015 9:41 pm

3dcgmodeler Sat Dec 19, 2015 9:41 pm
Ok got 3.o BETA going
cool works fast

The vdb files ok... how do I do and more info please




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