OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Forums: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby juanjgon » Fri Jun 16, 2017 10:26 am

juanjgon Fri Jun 16, 2017 10:26 am
Hi! This is the latest production build of the OctaneRender™ 3.0 for LightWave™ plugin version 3.06.4.1, available for Lightwave 10.1, 11.6 and 2015.3 Windows x64 and OSX.


Release 3.06.4.1
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_OSX.zip

Release 3.06.4.1 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 ... _4_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 3.06.4.1
=============================================

* PLUGIN BUGS FIXED:

- Fixed a bug in the visible environment render target root node input.
- TFD support on OSX updated to the 1427 TFD build.
- Fixed all the performance issues related to render high resolution images with the LightWave compositing functions enabled.



=============================================
RELEASE 3.06.4.0
=============================================

* NEW PLUGIN FEATURES:

- Support of the Octane native network rendering in LWSN. In the LWSN nodes, the network rendering options must be configured using the Standalone app.

* PLUGIN BUGS FIXED:

- The plugin renders the not available TFD volume frames using the latest available volume data, not clearing it. Fixed.
- Removed a limitation in the maximun scale available for the ortho camera.
- Fixed the triplanar texture node copy functions.
- Fixed a crash updating scenes with volumetrics while rendering sequences.
- The IPR pause button no longer disable the render region.

* OCTANE BUGS FIXED:

- Switched the triplanar texture to use the interpolated geometry normal without bump mapping.
- The random colour texture is now varying per instance of mesh node instead per instance of mesh configuration.
- Fixed artifacts behind transparent surface if the shadow pass is enabled.
- Fixed update of importance sampled texture environments after rotation of the texture projection.
- Fixed incorrect loading of the field-of-view settings in animated panoramic cameras.
- Fixed crash on OSX when an interactive render region is used.
- Removed recovery after CUDA failures, because it doesn't work. As soon as a CUDA failure occurs, the CUDA becomes unusable for that device, which seems to be a limitation of CUDA.
- Fixed unnecessary render restarts after changing scatter and placement nodes that are not connected with mesh nodes.
- Fixed missing geometry update after a volume got reloaded due to a time change and some scene update was triggered in between.
- Fixed the texture tangent vector of particles.
- Fixed missing illumination when the sampling rate of an emitter is set to 0.
- Fixed broken wireframe rendering when the baking camera is used,
- Fixed invalid error message when you try to pick a camera target or focus while using a baking camera.
- Fixed loading of palletized images into the alpha image texture node, which was basically ignoring the alpha channel in those cases.
- Fixed incorrect loading of extra UVs, which caused triangles with only 0 or 1 UV sets to be treated as triangles with multiple UV sets, which increased memory usage and reduced render performance by a couple percent.
- Fixed numerical issues in reflections of specular surfaces, if the incoming ray is exactly perpendicular to the surface. This created for example a lot of noise on a horizontal plane if the sun would stand exactly in zenith.
- Fixed missing application of the pixel aspect ratio in thin-lens cameras with camera motion blur.
- Fixed crash during tone-mapping of the noise pass when the baking camera is used.


Thanks,
-Juanjo
Last edited by juanjgon on Mon Nov 06, 2017 9:52 pm, edited 2 times in total.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby FrankPooleFloating » Fri Jun 16, 2017 11:33 am

FrankPooleFloating Fri Jun 16, 2017 11:33 am
Thanks J!
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby BorderLine » Fri Jun 16, 2017 12:46 pm

BorderLine Fri Jun 16, 2017 12:46 pm
Thanks Juan ! Have a good day !
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby FredRan » Fri Jun 16, 2017 4:00 pm

FredRan Fri Jun 16, 2017 4:00 pm
Thanks Juan !
But i can't get any image environnement visible anymore. Did i miss something ?
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby juanjgon » Fri Jun 16, 2017 4:44 pm

juanjgon Fri Jun 16, 2017 4:44 pm
FredRan wrote:Thanks Juan !
But i can't get any image environnement visible anymore. Did i miss something ?


Ok. Thanks for reporting it. Let me investigate what could be the problem. Once fixed, I'll release a new build next week.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby juanjgon » Sat Jun 17, 2017 4:53 pm

juanjgon Sat Jun 17, 2017 4:53 pm
FredRan wrote:Thanks Juan !
But i can't get any image environnement visible anymore. Did i miss something ?

I've fixed this bug. I'll release a new plugin build next week with this and some other problems fixed.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby BorderLine » Sat Jun 17, 2017 6:53 pm

BorderLine Sat Jun 17, 2017 6:53 pm
Thanks !
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby 3dworks » Sun Jun 18, 2017 9:07 am

3dworks Sun Jun 18, 2017 9:07 am
- Support of the Octane native network rendering in LWSN. In the LWSN nodes, the network rendering options must be configured using the Standalone app.


juanjo, great addition, thank you so much for implementing this request! should make it easy now to render without layout's render-q.

but how is the setup procedure for this in detail? maybe a step by step instruction would be good. :-)

cheers

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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby juanjgon » Sun Jun 18, 2017 10:18 am

juanjgon Sun Jun 18, 2017 10:18 am
3dworks wrote:
- Support of the Octane native network rendering in LWSN. In the LWSN nodes, the network rendering options must be configured using the Standalone app.

juanjo, great addition, thank you so much for implementing this request! should make it easy now to render without layout's render-q.
but how is the setup procedure for this in detail? maybe a step by step instruction would be good. :-)

Currently, the LWSN network rendering support is an experimental feature, to see how it works.

On the LigthWave or LWSN side, there is nothing to configure. You only need to start the Octane Standalone in the LWSN render node and configure the network rendering on it. Once configured, you can close the Standalone app. and in theory, LWSN should use the same network configuration set on it to render the LW scene.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0

Postby 3dworks » Mon Jun 19, 2017 9:03 am

3dworks Mon Jun 19, 2017 9:03 am
wow that is super simple! :-) i will try it and get back to you later! thank you markus
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