OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Forums: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby juanjgon » Mon Aug 06, 2018 4:29 pm

juanjgon Mon Aug 06, 2018 4:29 pm
Hi! This is the second beta release of the OctaneRender™ 4.0 for LightWave™ plugin version 4.00.0.9, available for LightWave 11.6, 2015.3 and 2018.0 Windows x64 and OSX. This build is compiled using the Octane 4.00 XB4 core.

As with all experimental and test releases, please do not use this build for production work, and please note that we still classify this as an experimental release.

This plugin build doesn't have some of the new XB4 features, that will be available later in an upcoming build.

Important notes:
- NVIDIA Driver version 387 or higher is required on Windows and Linux, and any CUDA driver for Mac should work that supports CUDA 9.1.
- Octane no longer supports Fermi GPUs.
- Network render has been restored, but does not include AI Light updates yet.
- Denoiser does not denoise volumes or hairs yet.

For introductory material on V4, please see the https://render.otoy.com/forum/viewtopic.php?f=33&t=66013 and https://render.otoy.com/forum/viewtopic.php?f=33&t=68283


Release 4.00.0.9 regular license
Lightwave 2018.0.4 Windows
Lightwave 2018.0.4 MacOS
Lightwave 2015.3 Windows
Lightwave 2015.3 MacOS
Lightwave 11.6 Windows
Lightwave 11.6 MacOS

Release 4.00.0.9 subscription license
Lightwave 2018.0.4 Windows
Lightwave 2018.0.4 MacOS
Lightwave 2015.3 Windows
Lightwave 2015.3 MacOS
Lightwave 11.6 Windows
Lightwave 11.6 MacOS


=============================================
RELEASE 4.00.0.9
=============================================

* PLUGIN BUGS FIXED:

- Fixed a crash rendering fiberfx fibers with more than 1024 vertices.
- Fixed an issue with the GPUs enabled feature. This function was broken, enabling always all the GPUs for rendering.
- Fixed the "Enable all GPU's for F9/F10 rendering" option.

* OCTANE FEATURES AND BUGS FIXED:
- Out of core geometry and textures is now automatic, you don't need to set any VRAM limits for these anymore. If enabled in preferences, Octane will automatically start using system memory when VRAM runs out.
- Reinstated network rendering, without AI Light updates, which is being finalized.
- Improved processing speed for AI Light.
- AI Light now works with sphere emitters.
- Improved AI Light processing performance.
- Small reduction in memory consumption when using AI Light.
- Fixed denoiser blend option not working properly when using hot pixel filter.
- Fixed render failure when denoiser output render pass is enabled, and the denoiser is disabled in the imager node.
- Fixed layer shadow pass.
- Increased the maximum number of OSL nodes in one texture node tree from 500 to approximately 30,000.
- Fixed crash when rendering some meshes that have multiple materials where one or more have displacement.
- Fixed a bug where alpha values were written into the output image buffer when the alpha channel was disabled.
- Fixed two problems with the render layer shadow pass: shadows when there was no emitter, and shadow strengths being incorrect.
- Fixed crashes when rendering simple scenes that contain an emitter.
- Fixed render failure on some simple meshes.
- Fixed render failure on some meshes that happens after caching is complete.
- Fixed incorrect memory consumption reporting sometimes.
- Fixed a possible hang when using AI Light and modifying other settings.
- Fixed a crash when using AI Light in a scene with no emitters.
- Fixed render failures when AI Light processing is interrupted with either emission changes or other changes in the scene.
- Fixed some extra memory consumption when switching from a scene with emitters to one that has none.
- Fixed a case where device memory stats returns total memory as unavailable memory.
- Fixed a crash when using AI Light if all lights in the scene have a sample rate of zero.
- Fixed a case where SSS data is accidentally added into the transmission pass.
- Fixed AI Light crash if an emitter is moved immediately before mesh caching begins.
- Fixed clay mode for universal materials.
- Fixed normal passes to record incorrectly sometimes.
- Fixed the export of raw buffers when the resolution is not a multiple of 4.
- Fixed a crash and incorrect motion blur that happens sometimes when making changes in placement nodes.
- Fixed handling of int[2] and int[3] input parameters for OSL shaders.
- Fixed a very random render failure.


Enjoy it!
-Juanjo
Last edited by juanjgon on Mon Sep 17, 2018 12:01 pm, edited 2 times in total.
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby cgb777 » Mon Aug 06, 2018 5:24 pm

cgb777 Mon Aug 06, 2018 5:24 pm
Thanks for updating this so quickly! :D
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby pixym » Mon Aug 06, 2018 5:47 pm

pixym Mon Aug 06, 2018 5:47 pm
Thanks Juanjo !
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - 32GB - 2 GTX 1080 TI - Win 10 64
NET RENDER : MB Biostar TB250-BTC Pro - Celeron 2C/2T - Open "Mining" Rig - 2 RTX 2080 TI - Win 7
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby pixym » Mon Aug 06, 2018 7:50 pm

pixym Mon Aug 06, 2018 7:50 pm
Where is the universal material from XB4 ?
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - 32GB - 2 GTX 1080 TI - Win 10 64
NET RENDER : MB Biostar TB250-BTC Pro - Celeron 2C/2T - Open "Mining" Rig - 2 RTX 2080 TI - Win 7
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby juanjgon » Mon Aug 06, 2018 9:21 pm

juanjgon Mon Aug 06, 2018 9:21 pm
pixym wrote:Where is the universal material from XB4 ?

It is not available on this build yet. This is an "emergency" build to work with Octane 4.00 avoiding the licensing issues of the XB3 core. Along this month I'll release new plugin builds including the new XB4 features.

Thanks,
-Juanjo
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby pryzm » Mon Aug 06, 2018 10:18 pm

pryzm Mon Aug 06, 2018 10:18 pm
Thanks for the quick fix Juanjo! Was happily rendering along and lost out when I closed LW and couldn't get the plugin to run again. Always keeping us up and running, really appreciate it!

bruce
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby pixym » Mon Aug 06, 2018 11:12 pm

pixym Mon Aug 06, 2018 11:12 pm
It is not available on this build yet. This is an "emergency" build to work with Octane 4.00 avoiding the licensing issues of the XB3 core. Along this month I'll release new plugin builds including the new XB4 features.

Thanks,
-Juanjo


Thank for the information Juanjo.
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - 32GB - 2 GTX 1080 TI - Win 10 64
NET RENDER : MB Biostar TB250-BTC Pro - Celeron 2C/2T - Open "Mining" Rig - 2 RTX 2080 TI - Win 7
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby vipvip » Tue Aug 07, 2018 6:58 am

vipvip Tue Aug 07, 2018 6:58 am
Thanks for this
Just for info, the XB3 works again today, it seems the otoy team has fixed the date issue...
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby juanjgon » Tue Aug 07, 2018 8:41 am

juanjgon Tue Aug 07, 2018 8:41 am
vipvip wrote:Thanks for this
Just for info, the XB3 works again today, it seems the otoy team has fixed the date issue...


Great! Thanks for the information. I've updated this post including the release notes for this build. As you can see a lot of bugs has been fixed in the XB4 core. The new features will be added in an upcoming build along this month.

Thanks,
-Juanjo
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Re: OctaneRender™ 4.0 for LightWave™ - Beta build 4.00.0.9 XB4

Postby BorderLine » Tue Aug 07, 2018 9:58 am

BorderLine Tue Aug 07, 2018 9:58 am
Hi and thanks JuanJo,
There is a crash problem with network rendering ! First F9 render is OK but crashing in second F9 in the same scene.
Desactivate Network and it's OK !
Too bad because denoising with 6 Titan X, it's just perfect!
Thanks
Franck
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