OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

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Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby juanjgon » Fri Apr 21, 2017 10:52 am

juanjgon Fri Apr 21, 2017 10:52 am
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/


=============================================
RELEASE 3.06.0.5
=============================================

* 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
Last edited by juanjgon on Fri Jun 16, 2017 10:27 am, edited 1 time in total.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby Lewis » Fri Apr 21, 2017 11:10 am

Lewis Fri Apr 21, 2017 11:10 am
Thanks Juan :).
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby FrankPooleFloating » Fri Apr 21, 2017 12:59 pm

FrankPooleFloating Fri Apr 21, 2017 12:59 pm
Oh thank you thank you Juanjo! Your timing is perfect!
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby FrankPooleFloating » Fri Apr 21, 2017 2:53 pm

FrankPooleFloating Fri Apr 21, 2017 2:53 pm
:? Hmmm... Juanjo, I got real excited thinking we were going to be able to save our passes at will after F9 completes... I did a Save All Passes during a render, and assumed they would waiting for me in the Layer pulldown (or something)... [1] Where did they get saved to? [2] Could we not have passes put into Layer menu at end of F9, so we can examine (final) passes and save them separately, to the directories of our choosing?
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby kopperdrake » Fri Apr 21, 2017 2:57 pm

kopperdrake Fri Apr 21, 2017 2:57 pm
Thanks Juan. Being a new user I've no idea how this will help me, but I'm always grateful someone is working on a plugin for us :D
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby juanjgon » Fri Apr 21, 2017 3:01 pm

juanjgon Fri Apr 21, 2017 3:01 pm
FrankPooleFloating wrote::? Hmmm... Juanjo, I got real excited thinking we were going to be able to save our passes at will after F9 completes... I did a Save All Passes during a render, and assumed they would waiting for me in the Layer pulldown (or something)... [1] Where did they get saved to? [2] Could we not have passes put into Layer menu at end of F9, so we can examine (final) passes and save them separately, to the directories of our choosing?


This function executes the passes save function at the current rendering point, with the available rendered samples, saving all the passes in the path and with the filename defined in the passes node. Currently, it doesn't ask for a file name, but should be possible add this feature for the next build.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby FrankPooleFloating » Fri Apr 21, 2017 3:02 pm

FrankPooleFloating Fri Apr 21, 2017 3:02 pm
You are saying you can have them put into the Layer pulldown, and we will be able to save them at will? Please say yes...
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby juanjgon » Fri Apr 21, 2017 3:05 pm

juanjgon Fri Apr 21, 2017 3:05 pm
Nope, this function has nothing to do with the LightWave preview window, sorry. It only saves all passes to the file(s) defined in the passes node, but at any point, without waiting for the rendering to finish.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby FrankPooleFloating » Fri Apr 21, 2017 3:09 pm

FrankPooleFloating Fri Apr 21, 2017 3:09 pm
Oh. :( ... But we can do what I am talking about in IPR... Allowing us to do the same after final F9 would be so much nicer, more efficient, and we would not need to make IPR full res... Ultimately, it would just be a dream come true to have the ability to go through passes individually at end, inspect them, and save a PNG8 w/ alpha here, a JPG there, an EXR over there... And whatever is not saved out from Layer menu (or maybe a new Passes pulldown menu) is purged when window is closed...

I understand that I am one of the very few here doing WebGL stuff, and that makes me an outlier from folks that do passes for Nuke, AE, etc. But I have to think that even non-webgl peeps would like this feature, were it available...
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.0.5

Postby juanjgon » Fri Apr 21, 2017 9:08 pm

juanjgon Fri Apr 21, 2017 9:08 pm
Yep, could be a nice feature. Unfortunately, if I'm not wrong, the lack of this feature is related to the LightWave SDK limitations. Only the RGBA beauty channel can be exported from an external engine to the LightWave image viewer. Let's see what happens with the next LightWave version ;)

Thanks,
-Juanjo
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