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OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 6:28 pm
by juanjgon
Hi,

This is a new beta release of the OctaneRender™ 2018.1 for LightWave™ plugin version 2018.1.0.1, available for LightWave 11.6, 2015.3, 2018.0 and 2019.0 Windows x64 and OSX. This build has been compiled using the Octane 2018.1 RC1 core.

As with all experimental releases, please do not use this for production purposes. 2018.1 RC1 will expire in 60 days

New features
To learn more about the new features and improvements of OctaneRender 2018.1, please check out the 2018.1 release post, but this a quick list of the main new features that have been added:

  • NV Link support on RTX 2080 and RTX 2080 Ti
  • Cryptomatte. Currently, in the LightWave plugin, the Instance ID is used also as Object ID due to its internal scene graph architecture.
  • Vertex Attributes in the mesh objects. New options in the Octane object properties custom object plugin to configure the attributes to be extracted.
  • New "Color Vertex Attribute" and "Float Vertex Attribute" nodes to retrieve the vertex attributes in the shaders.
  • Deep render passes.
  • Way less Volume Render Noise. New option in the kernels to disable this feature if the matching of the Octane v4 volumes is needed.
  • Direct Levelset surface rendering. New option in the Octane volumetrics custom object plugin to configure the OpenVDB rendering to work with SDFs and assign their Octane material nodes.
  • Scatter depth limiting (i.e. fast fog rendering)
  • Overall 5% faster than V4 stable (about 315 OB vs 298 OB in our tests)
  • Vectron (Vector Primitive)


Release 2018.1.0.1 regular license
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_OSX.zip

Release 2018.1.0.1 subscription license
https://render.otoy.com/customerdownloa ... n64_vr.zip
https://render.otoy.com/customerdownloa ... OSX_vr.zip

Standalone 2018.1 RC1 version for the network rendering nodes
https://render.otoy.com/customerdownloa ... C1_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg


=============================================
RELEASE 2018.1.0.1
=============================================


* PLUGIN FEATURES AND BUGS FIXED:
- New LightWave 2019.0 plugin builds.
- Vectron volumetrics.
- Fixed a bug related to the disconnection of the nodes connected to the OSL nodes after loading the scene files.
- Universal Material IOR parameters GUI reordering to match the Metallic material.
- New proper pitch rotation parameter in the texture environment node.

* OCTANE FEATURES AND BUGS FIXED:
- Fixed incorrect render restart if the noise pass gets enabled / disabled when adaptive sampling or the denoiser is enabled.
- Fixed bug that caused geometry to disappear or to render only partially on some frames of animations.
- Fixed rendering of the third UV coordinate set.
- OSL: Improved error handling in certain situations.


Happy rendering,
Your OTOY Team

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 7:09 pm
by pixym
Thank you Juanjo for this release ;-)

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 9:05 pm
by sauloarruda
Thank you Juanjo!

How Can I use that volumetric spotlight?

Will be some sample scenes to test? I know that you are very busy. And there are a lot of new things to try and test.

Thank you one more time.

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 9:29 pm
by LightwaveGuru
juanjgon wrote:Hi,
Happy rendering,...



:) Thanks Juanjo. Do you have some tipps or links to create that mandelbrot.osl you use for your test?

something like this here?

http://iquilezles.org/www/articles/dist ... ctions.htm

Thank you :)

snip lwguru

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 10:08 pm
by juanjgon
sauloarruda wrote:Thank you Juanjo!

How Can I use that volumetric spotlight?

Will be some sample scenes to test? I know that you are very busy. And there are a lot of new things to try and test.

Thank you one more time.


Sorry, this feature is not available yet. It is the latest 2018.1 feature that I need to add to the plugin. I hope to have it ready for the next build.

Thanks,
-juanjo

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 10:13 pm
by juanjgon
LightwaveGuru wrote::) Thanks Juanjo. Do you have some tipps or links to create that mandelbrot.osl you use for your test?


This is an example scene with the Vectron feature. As you can see, this feature in the LightWave plugin works from the Volumetrics custom object panel, linking an OSL node configured in vectron mode to the new input available in the volumetrics node editor.

Thanks,
-Juanjo

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 10:39 pm
by sauloarruda
thank for your reply

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 11:16 pm
by FrankPooleFloating
Thanks J!

Hey, that Vectron thing could make a really bitchin' cable knit sweater! I'll have to check this thing out! Can you convert geo to Vectron, or does it all need to be procedural?

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Tue Jan 22, 2019 11:21 pm
by juanjgon
FrankPooleFloating wrote:Thanks J!

Hey, that Vectron thing could make a really bitchin' cable knit sweater! I'll have to check this thing out! Can you convert geo to Vectron, or does it all need to be procedural?


Nope, everything must be procedural, from OSL code, as far as I know.

Thanks,
-Juanjo

Re: OctaneRender™ 2018.1 for LightWave™ beta build 2018.1.0.1

PostPosted: Wed Jan 23, 2019 12:54 am
by LightwaveGuru
juanjgon wrote:
LightwaveGuru wrote::) Thanks Juanjo. Do you have some tipps or links to create that mandelbrot.osl you use for your test?


This is an example scene with the Vectron feature. As you can see, this feature in the LightWave plugin works from the Volumetrics custom object panel, linking an OSL node configured in vectron mode to the new input available in the volumetrics node editor.

Thanks,
-Juanjo


yes i know that with the volumetric panel...my question was why i build my own .osl shader code. but...thanks for your example :) i love it :)

snip lwguru