Hi! This is a test build of the OctaneRender™ 3.07 for LightWave™ plugin version 3.07.0.0, available for Lightwave 10.1, 11.6 and 2015.3 Windows x64 and OSX.
Note: The Windows plugin is now compiled using Visual Studio 2015. If you have problems to add the plugin to the Layout, try again after installing the Visual C++ 2015 redistributable package:
https://www.microsoft.com/en-US/downloa ... x?id=53840
Release 3.07.0.0
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ni_OSX.zip
Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... t6_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg
New features
New Octane 3.07 features: viewtopic.php?f=33&t=62395
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/Lightwave3DH/Ligh ... Manual.htm
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RELEASE 3.07.0.0
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* NEW PLUGIN FEATURES:
- Several new log messages in LWSN related to the network rendering.
- New "Visible on Diffuse", "Visible on Specular", "Cast Shadows", "Double Sided" and "Transparent Emission" parameters in the emission nodes.
- Support of the "Affect Diffuse", "Affect Specular" and "Shadow Type" parameters in the Octane Light.
- New "Double Sided" and "Transparent Emission" parameters in the Octane Lighth.
- New "Baking Texture" input and options in the texture image node, which takes any input texture and bakes it into an internal greyscale or RGB texture, which can then be used in the material system and especially in displacement mapping.
- New "Octane_IPR_SaveImage" and "Octane_IPR_SaveImageToneMapped" commads to save the current IPR image to disk as an EXR file.
* NEW OCTANE FEATURES:
- Added option "double-sided" to the emission nodes to allow mesh emitters to emit on both sides.
- Added option "visible on specular" to the emission nodes to allow you to hide emitters on specular reflections / refractions only.
- Re-labelled "cast illumination" of the emission nodes to "visible on diffuse" because that is what this option effectively does.
- Added option "cast shadows" to the emitter nodes to allow you to disable direct light shadows for mesh emitters. Please note that this option only has an effect if the emitter is actually included in the direct light calculation, i.e. the "sampling rate" is > 0.
- Added option "Transparent emission" to the emission nodes to explicitly enable/disable transparent emission.
- Improved rendering of transparent mesh emitters, to make them appear exactly like they would if they were not transparent and had a black diffuse channel. This solves some longstanding issues where transparent emitters create weird effects like darker areas near the emitter or incorrect glossy reflections.
- Overhauled and fixed the way we handle non-uniformly scaled emitters.
- Added new node "UVW transform texture" which allows you to apply an additional UVW transformation on top of the complete input texture tree that is connected with its input.
- Added support for importance sampled texture environments, even if the texture is not a simple image. Octane tries to figure out if the input texture is actually constant over the environment and implicitly disables importance sampling of the environment if it is, but it's probably best to not enable "importance sampling" if you don't want to use importance sampling or it doesn't make sense.
- Treating specular materials with "Fake shadows" enabled as transparent on diffuse paths if the direct lighting kernel is used in the diffuse GI mode (see viewtopic.php?p=318819#p318819).
- Added the possibility to configure net render daemons outside of the subnet(s) the master is attached to, by specifying them directly as host name / IP address.
- Improved ray-tracing speed for hair primitives.
- Overhauled and simplified the net render daemon discovery and tried to make it and its configuration more robust.
- If a layer reflection pass is being rendered, it will be included in the noise estimate for adaptive sampling.
* OCTANE BUGS FIXED:
- Fixed CUDA failure if a scene contains a portal material and it is the last material collected in the scene graph.
- Fixed offset of 1 during counting instances, to recreate the same random colour values as in 3.06 when no material map/object layer map nodes are used (see viewtopic.php?p=316240#p316240).
- Fixed kernel hang during volume rendering in some special cases.
- Fixed hanging preview material rendering when no render devices are enabled.
- Fixed bug causing the baking camera to splat incorrect color information in beauty passes outside the UV geometry if padding was set to 0.
- Fixed aliased edges in the beauty filter passes.
- Fixed rendering of the shadow catcher material using the direct-lighting and path tracing kernels.
- Fixed a few cases where texture mapping produces unexpected results: Box mapping used the wrong transformation to local space and triplanar mapping didn't work for emitter distribution textures.
- Fixed incorrect rendering if a thin lens camera generates invalid rays due to a wide field of view, strong distortion and near clipping.
Thanks,
-Juanjo