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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.00

PostPosted: Mon Jun 06, 2016 8:31 am
by vipvip
i try this right now
thanks

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.00

PostPosted: Mon Jun 06, 2016 8:40 am
by vipvip
OK, i've done again the full installation after restauring with true-image and it works : it seems it is my fault : i didn't replace the old residual TBB.DLL coming from an old alpha version...
Sorry for this alert and thanks a lot for your near real-time help (as usual ;) )

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.00

PostPosted: Mon Jun 06, 2016 8:41 am
by juanjgon
No problem, thanks!

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.00

PostPosted: Sat Jun 11, 2016 11:56 am
by BorisGoreta
Is it possible for TFD not to cast illumination but to render the light source (fire) ?

Is it necessary to have full scene update for TFD animation to render properly ?

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.00

PostPosted: Sat Jun 11, 2016 4:01 pm
by juanjgon
BorisGoreta wrote:Is it possible for TFD not to cast illumination but to render the light source (fire) ?

Is it necessary to have full scene update for TFD animation to render properly ?


I think that you should be able to disable the illumination casting if you disable the "Cast illumination" option in the emission node. Doesn't work for volumetrics?

Yep, currently you need to full reload the scene to render animated volumetrics. I'll check if it is possible work with them in update more in a future version.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.00

PostPosted: Sat Jun 11, 2016 4:38 pm
by BorisGoreta
"Cast Illumination" does not work with volumes, it always casts it.