OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

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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™ - Test build 3.08.0.0

Postby juanjgon » Fri Dec 15, 2017 6:33 pm

juanjgon Fri Dec 15, 2017 6:33 pm
Hi! This is a test build of the OctaneRender™ 3.0 for LightWave™ plugin version 3.08.0.0, available for Lightwave 10.1, 11.6 and 2015.3 Windows x64 and OSX. This build is compiled using the Octane 3.08 test6 core.

This is a build released only to include the new Octane 3.08 features. The next build will include also fixes on the plugin side for some reported issues.

The Octane OSL feature is supported using the new "Octane OSL" LightWave node. The same LightWave node can be used for Texture, Camera or Projection OSL nodes. It works populating the node inputs from the OSL shader parameters after selecting it in the "OSL file" option. To control these OSL parameters, you can link any of the LightWave constant nodes (for the integer, scalar or vector type parameters), or Octane texture or projection nodes (for the texture or projection type parameters). The OSL string parameters are not supported yet. The LightWave plugin has the transformations nodes embedded in the "Octane Projection" node, so you don't need to define a transformation parameter in the shader.

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 3.08.0.0
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_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 3.08 features: viewtopic.php?f=33&t=63219
Overview of OSL Shaders in Octane: https://docs.otoy.com/osl/
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/Lightwave3DH/Ligh ... Manual.htm


=============================================
RELEASE 3.08.0.0
=============================================

* NEW PLUGIN FEATURES:

- Toon Material node.
- Toon Ramp node.
- New Octane toon lights available in the Octane_light.
- Metal Material node.
- New specular modes in glossy and specular materials.
- New anisotropic feature in glossy and specular materials.
- Improved clay rendering.
- Additional response curves in the imager node. "sRGB" is the new default one.
- Custom LUT support in tone-mapping imager node. New "Octane LUT" node.
- Replaced the bool parameter "Gamma before response" in the imager node with the new enum parameter "Order".
- OSL node. Texture, Camera and Projection node types. Parameters supported using LightWave/Octane node input pins.


Thanks,
-Juanjo
Attachments
image003322.jpg
Last edited by juanjgon on Mon Mar 05, 2018 10:10 pm, edited 2 times in total.
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby wireframex » Fri Dec 15, 2017 6:55 pm

wireframex Fri Dec 15, 2017 6:55 pm
Thanks Juanjo :)
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby BorisGoreta » Fri Dec 15, 2017 7:01 pm

BorisGoreta Fri Dec 15, 2017 7:01 pm
Thanks a bunch !

Is that screenshot from LW 2018 ? Font is much nicer and bigger, more readable but there are some errors in font rendering.

In the node it says Outline thickness but in the node properties it says outline width.

Diffuse parameter in Metallic Material doesn't do anything.
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby FrankPooleFloating » Fri Dec 15, 2017 9:29 pm

FrankPooleFloating Fri Dec 15, 2017 9:29 pm
YES!!!! Thanks J!!! :D
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby gamedesign » Sat Dec 16, 2017 12:11 am

gamedesign Sat Dec 16, 2017 12:11 am
Great stuff, going to try it now :)
I am never quite sure which version of the standalone Octane I need to have installed for each LightWave Octane version. Does it say somewhere?
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby BorisGoreta » Sat Dec 16, 2017 12:50 am

BorisGoreta Sat Dec 16, 2017 12:50 am
This bug happens during IPR rendering and some fiddling with the surfaces.

Capture2.PNG
Capture2.PNG (5.85 KiB) Viewed 6904 times
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby BorisGoreta » Sat Dec 16, 2017 1:01 am

BorisGoreta Sat Dec 16, 2017 1:01 am
Here is another bug:

https://render.otoy.com/forum/viewtopic.php?f=33&t=64362&start=40#p328478

If I remove color correct nodes then it works.

If I then go left to the image node and change gamma value I get a render failure.


Just went back to previous plugin version and I can confirm the bugs are related to the latest version only.
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby pixym » Sat Dec 16, 2017 3:33 am

pixym Sat Dec 16, 2017 3:33 am
I really like the way this forum is alive and active for LW user. I will surely make my upgrade from Octane Render 2.0
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby royk » Mon Dec 18, 2017 8:55 am

royk Mon Dec 18, 2017 8:55 am
After installed still can't find toon mat....would you care to tell me what can i do?
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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0

Postby juanjgon » Mon Dec 18, 2017 11:05 am

juanjgon Mon Dec 18, 2017 11:05 am
BorisGoreta wrote:Thanks a bunch !

Is that screenshot from LW 2018 ? Font is much nicer and bigger, more readable but there are some errors in font rendering.

In the node it says Outline thickness but in the node properties it says outline width.

Diffuse parameter in Metallic Material doesn't do anything.


Hi Boris,

The screenshot is from LW2015 in a 4k monitor with the workspace scaled. I'm afraid that LW2018 doesn't have big improvements related to the hi DPI monitors yet.

I've fixed the "Outline Width" typo. It should be "Outline Thickness", like in the Standalone.

The mixing between the diffuse and the specular parameters in the Metallic material is controlled linking a texture node the new "Specular Map" input. But, you are right, I've found a bug and this input is not working fine. I've fixed this critical issue for the next build, as you can see in the attached image.

Thanks for reporting these issues!
-Juanjo
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