OctaneRender™ 2.1 for LightWave™ BETA 2

Forums: OctaneRender™ 2.1 for LightWave™ BETA 2
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby juanjgon » Tue Oct 14, 2014 4:28 pm

juanjgon Tue Oct 14, 2014 4:28 pm
atnreg wrote:Juanjo, could you please make the displacement to support Octane Procedurals? :)
Now that it needs image texture, using procedurals is real pain as there are 'cracks' in random places because of the 'image' edge. I'm trying to make mountain rock material and it is not working well because of that. Changing the mode (wrap/white/black etc.) does nothing for this.


Try the new "Mirror Tile" option with the LW procedurals in the next release ;)

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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby juanjgon » Tue Oct 14, 2014 5:08 pm

juanjgon Tue Oct 14, 2014 5:08 pm
hdace wrote:Testing in Mac with instance heavy scene (forest). Found same behavior as before in Windows, except worse. It takes two minutes to load all the objects (that's normal), then it takes two minutes to update the GPU (I imagine that could be normal for the first frame although I would hope it would dramatically reduce on further frames), but then It renders the first frame of the sequence as pure black and then claims to be rendering the second frame, hanging. Nothing happens after that. Aborting works without crashing, but I cannot get this to render the sequence at all.

F9 as above, after about four minutes it renders plain black frame.

IPR works okay. Strange.


This problem should be fixed for the next release. The update time was computed as rendering time. Please test it in the next build.

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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby juanjgon » Tue Oct 14, 2014 5:19 pm

juanjgon Tue Oct 14, 2014 5:19 pm
BorisGoreta wrote:Octane newtork is still not remembering settings so I still need to activate it every time I start LW, is there a way I could help to debug this ?


Boris, this problem should be fixed in the next build. Now the plugin should remember the network settings after change them.

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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby BorisGoreta » Tue Oct 14, 2014 5:27 pm

BorisGoreta Tue Oct 14, 2014 5:27 pm
Grear news, thanks !
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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby atnreg » Tue Oct 14, 2014 5:58 pm

atnreg Tue Oct 14, 2014 5:58 pm
juanjgon wrote:
atnreg wrote:Juanjo, could you please make the displacement to support Octane Procedurals? :)
Now that it needs image texture, using procedurals is real pain as there are 'cracks' in random places because of the 'image' edge. I'm trying to make mountain rock material and it is not working well because of that. Changing the mode (wrap/white/black etc.) does nothing for this.

Try the new "Mirror Tile" option with the LW procedurals in the next release ;)
-Juanjo


WOW! You are amazing! When this new version will be available? :)
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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby sigmamoon » Wed Oct 15, 2014 9:51 am

sigmamoon Wed Oct 15, 2014 9:51 am
Sorry but WHY you removed the "brightness scale" and the "dark level" parameters even if you are the color correction shader node....

I know it s a beta2 but we are in production with the 2.0 (considared like a product version) If the Octane team cut some node we never get a retro compatibility with older production

PLEASE JUANJO TELL IT TO THE OCTANE TEAM, "IT S A BAD IDEA TO ERASE SOME OLD FONCTIONS" for compatibility, OCTANE SUFFER OF THIS, AT EACH EVOLUTION. WHEN YOU PRODUCE WITH OCTANE WE LL LIKE TO BE QUIET... grrrrrr :D
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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby BorisGoreta » Wed Oct 15, 2014 10:25 am

BorisGoreta Wed Oct 15, 2014 10:25 am
I don't understand this either, they said they didn't have enough "pins" for all functions so they had to get rid of black level which I also use. What "pins" ? Is that some standalone GUI limitation or engine limitation. If it is GUI then let us have it in LW plugin. The reasoning was that only 10 materials in Octane live material library used black level so they thought oh nobody needs that. Who even uses this library, I don't since it doesn't work with plugins.
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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby sigmamoon » Thu Oct 16, 2014 9:28 am

sigmamoon Thu Oct 16, 2014 9:28 am
a little mess, i think.

More i use octane in my pipeline, less i m reassured... Sounds always in BETA.
We re in real production, and we need to be retro compatible

i don t want blam the Octane krew but he must understand the economic reality of theirs customers.

i know nothing is perfect :(
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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby atnreg » Thu Oct 16, 2014 10:46 am

atnreg Thu Oct 16, 2014 10:46 am
sigmamoon wrote:a little mess, i think.

More i use octane in my pipeline, less i m reassured... Sounds always in BETA.
We re in real production, and we need to be retro compatible

i don t want blam the Octane krew but he must understand the economic reality of theirs customers.

i know nothing is perfect :(


Well, if you want to be sure, then just use the stable version but then you'll miss many great new features. And Juanjo is doing almost miracles with this LW-plugin, of course even he cannot help if the Octane crew decides to do something stupid :)
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Re: OctaneRender™ 2.1 for LightWave™ BETA 2

Postby BorisGoreta » Thu Oct 16, 2014 11:17 am

BorisGoreta Thu Oct 16, 2014 11:17 am
As answered in another thread it is really a limitation of a current Octane GPU architecture and contrast, saturation is more important then black level .


http://render.otoy.com/forum/viewtopic.php?f=33&t=42854&start=70#p207522
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