Hi! This is the latest production build of the OctaneRender™ 3.0 for LightWave™ plugin version 3.06.0, available for Lightwave 10.1, 11.6 and 2015.3 Windows x64 and OSX.
Release 3.06.0.5
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_OSX.zip
Release 3.06.0.5 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 ... 06_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg
New features
New Octane 3.06 features: viewtopic.php?f=33&t=60014
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 3.06.0.5
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* NEW PLUGIN FEATURES:
- New option in the plugins options panel to disable the F9/F10 preview image. This option should help to improve the render times while rendering high resolution images or scenes using the LightWave compositing functions.
- New option in the render preview window, image save drop down menu, to save all the passes of the frame that is being rendered.
- New option in the render target root node to save the passes files at time intervals defined in minutes.
* PLUGIN BUGS FIXED:
- The orhtographic camera scale parameter is broken. Fixed.
- The IPR updates the scene from render target nodes that are not connected to the render target root node inputs. Fixed.
* OCTANE BUGS FIXED:
- "Expected exposure" of the adaptive sampling settings can now be set to 0, which disables the tweaking of the noise estimate, as described in the new features thread. This is also default now.
- Fixed random CUDA crashes in scenes with high densities of overlapping instances.
- Fixed the motion vector pass, which didn't do the viewport transformation correctly for perspective cameras. The values of the motion vector pass are now the motion vector in pixels and not the motion vector relative to the screen width. This allows you to use the output directly in Fusion, without having to guess the scale. You still have to set the vector blur scale to 2 for some reason, but with a scale factor of 2 you now always get (approximately) the same amount of motion in Fusion as you would get with rendered motion blur.
- Fixed DOF in the thin-lens camera with distortion.
- Fixed DOF in the cube map and cylindrical panoramic camera.
- Fixed orientation of camera rays with high distortion in places where they deviate more than 180° from the camera axis.
- Fixed auto-focus in stereo cameras (the left eye is always used for auto-focus picking).
- Fixed incorrect material assignment if the geometry ends up being 1 simple mesh, but the scene graph consists of multiple instances/meshes.
- Reverted default texture of the second input texture of the multiply texture to a float texture. This allows you to set a higher multiplication factor than 1.
- Fixed a couple of authentication issues.
Thanks,
-Juanjo