OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Forums: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby BorisGoreta » Mon Sep 04, 2017 4:15 pm

BorisGoreta Mon Sep 04, 2017 4:15 pm
Is it possible to render a sequence but have only one object reloaded each frame ? This would be useful for scenes with Realflow simulations. Currently I have to reload the whole scene to render it properly. As plugin already has a command to reload current object while IPR is working would it be possible to implement this in the sequence render too ?
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby Lewis » Tue Sep 05, 2017 7:28 am

Lewis Tue Sep 05, 2017 7:28 am
So that custom object properties per model/layer is not working/doing that (i don't have realflow to test but i thought that option is supposed to do that, update only selected models)?

3WgZSPJDT3aDejxfFJ49Zw.jpeg
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby juanjgon » Tue Sep 05, 2017 9:18 am

juanjgon Tue Sep 05, 2017 9:18 am
If the object doesn't have a constant topology the only way to render the scene is in full reload mode. I suppose that this is the issue reported by Boris, because indeed, the full scene reload is going to reload all the scene objects. Full reload only one (or several) objects could be possible, but I need to check how to include this feature in the current plugin architecture ... I'll take a look at it.

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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby Lewis » Tue Sep 05, 2017 9:38 am

Lewis Tue Sep 05, 2017 9:38 am
ah ofcourse you are right Juan, maybe to add reload to that object properties panel is the key thing then, if possible by SDK.

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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby BorisGoreta » Tue Sep 05, 2017 11:32 am

BorisGoreta Tue Sep 05, 2017 11:32 am
It would be great if you could pull that off since if you want motion blur on realflow you need to use classic time slice MB which leads to 8 full scene reloads per frame.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby BorisGoreta » Wed Sep 06, 2017 6:07 pm

BorisGoreta Wed Sep 06, 2017 6:07 pm
Is there a way to render particles as sphere primitives, as I recall Octane engine can render sphere primitives but I don't know how to do that inside LW.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby juanjgon » Wed Sep 06, 2017 7:15 pm

juanjgon Wed Sep 06, 2017 7:15 pm
Not in LightWave, but in any case, the sphere primitives are used to render a large amount of particles (>10M), that LightWave can't handle anyway, so you can use the instancing without problems.

Do you need this feature for something special? I can work on it if needed.

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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby BorisGoreta » Wed Sep 06, 2017 7:41 pm

BorisGoreta Wed Sep 06, 2017 7:41 pm
Well, I would need it for sand and snow simulation. Would this be significantly faster to render using sphere primitives or would the speed be the same if using little instanced low poly spheres ? I don't know, maybe LW interface would choke if it had to instance 5 million spheres, I know I can disable viewport preview and all. Just wondering if Octane primitives would be faster.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby juanjgon » Wed Sep 06, 2017 8:02 pm

juanjgon Wed Sep 06, 2017 8:02 pm
Hmm, I'm not sure if the rendering will be faster. I'll add this feature to my TODO list to try to support the sphere primitives in the LW particle systems ASAP.

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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1

Postby FrankPooleFloating » Wed Sep 20, 2017 12:11 pm

FrankPooleFloating Wed Sep 20, 2017 12:11 pm
Juanjo, I noticed that Houdini has had 3.07 for a couple weeks... :? Any chance we are getting ours soon?...
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