Hi! This is the latest production build of the OctaneRender™ 3.0 for LightWave™ plugin, available for Lightwave 10.1, 11.6 and 2015.3 Windows x64 and OSX.
*** NEW PLUGIN DEPLOY FOLDERS STRUCTURE ***
From this build, the user no longer needs to copy the "Octane.dll", "Octane.dat" and "tbb.dll" files to the LightWave/bin folder. Now all the Octane core files are deployed in the same folder used by the plugin .p file, and the user don't need to copy or move them to any other place. All the users updating the plugin from a previous versions, should remove the old "Octane.dll" and "Octane.dat" files from the LightWave/bin folder to avoid problems. DON'T REMOVE THE "tbb.dll" FILE FROM THE LIGHTWAVE/BIN FOLDER, BECAUSE IT IS USED ALSO BY LIGHTWAVE.
Release 3.04.5.0
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_OSX.zip
Release 3.04.5.0 OctaneVR Subscription Version
https://render.otoy.com/customerdownloa ... n64_vr.zip
https://render.otoy.com/customerdownloa ... OSX_vr.zip
Release 3.04.5.0 Demo Version
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip
Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... _5_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg
New features
A list of all the new features is provided here: viewtopic.php?f=33&t=51679
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/manuals/products/lightwave-3d/v3/
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RELEASE 3.04.5.0
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* NEW PLUGIN FEATURES:
- New flag in the thinlens camera node to set the orthographic scale in meters.
- New paremeter in the Octane light to rotate the IES texture. Useful to support IES lights with upwards lighting.
- New option in the render target root node panel to update the animated volumetric objects while rendering sequences without full reload the scene.
- New option in the plugin options panel to enable the IPR volumetrics update while time scrubbing.
- New option in the plugin options panel to enable the IPR full update of the lights animated parameters while time scrubbing.
- Whole new .orbx scene export function, more robust and with support for more animated features. This new export mode is enabled by default. The old mode should be used only to write alembic files.
- The plugin can now export the scene to an .abc or .orbx files without render it.
- New tool to batch convert the "T" texture layers of all the LightWave materials inside the selected object files to Octane material and texture nodes. New "Mat. Conversion" button in the Octane menu branch. NOTE: The node editor for the converted materials must be enabled by hand in all the materials clicking the "Edit Nodes" option in the surface editor (this option can be enabled using multi-selection). This feature is only available for LightWave 2015.x currently.
* NEW OCTANE FEATURES:
- Added new mode "Hide From Camera" to render layer settings. If enabled, the inactive layer will be hidden from the camera. The side effects passes will be empty since we skip the inactive surfaces and thus can't record the side effects.
- Using the motion vector pass on a panoramic camera will give you the motion vectors in world space (was (0,0,0) before).
* PLUGIN BUGS FIXED:
- Change the render samples in the kernel nodes no longer restart the IPR rendering.
- Minimize the IPR window no longer force a rendering restart after restore it.
* OCTANE BUGS FIXED:
- Fixed incorrect direct light calculation of transmissive materials.
- Fixed incorrect transmission of specular materials with "fake shadows" enabled.
- Fixed crash during geometry compilation caused by invalid mesh data by validating meshes before compilation.
- Fixed incorrect PMC rendering due to number overflows in the environment texture.
- Fixed sun light through portals.
- Fixed to dark ambient light pass when portals are enabled.
- Fixed incorrect shadowing in scattering media when they overlap with a volume.
- Reverted the change in the way how info filter passes work: If you enable an alpha channel, only those pixels that have a material with the channel corresponding to the filter pass will be opaque. The rest will be transparent.
Thanks,
-Juanjo