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Re: OctaneRender for LightWave Initial Overview

PostPosted: Fri Nov 16, 2012 5:29 pm
by tyrot
i swear to God i was totally depressed few weeks ago .. now it is like reborn for me... thanks THANKSSSSS wooohoo!

Re: OctaneRender for LightWave Initial Overview

PostPosted: Fri Nov 16, 2012 10:45 pm
by RayTracey
juanjgon wrote:Lightwave plugin has now all code to support animation. It also support Lightwave SDS and Displacement maps, Dinamics, etc.

User can use interactive render with animated scenes. It can work in two modes: one for animate only simple object transformations and cameras, that doesn't need to reload scene, and other with full scene update, that support deformations, dinamics, etc.

[vimeo]http://www.vimeo.com/53685796[/vimeo]

[vimeo]http://www.vimeo.com/53688615[/vimeo]

-Juanjo


Oh wow, that looks so unbelievably cool :shock:

Re: OctaneRender for LightWave Initial Overview

PostPosted: Fri Nov 16, 2012 11:23 pm
by Bitboy
This looks really really nice! I'm jumping on this as soon as it's out. Thanks a lot for supporting Lightwave this way guys! :)

Re: OctaneRender for LightWave Initial Overview

PostPosted: Sat Nov 17, 2012 9:57 pm
by PeterCGS
Nice work! Finally a reason for me to upgrade that LW10 to 11 aswell :) I still do all my modelling in LW, so having Octane for fast checking everything before moving over to XSI and animation will be soo nice.

Re: OctaneRender for LightWave Initial Overview

PostPosted: Mon Nov 19, 2012 1:17 pm
by juanjgon
rezman wrote:Will Lightwave 9.6 be supported?


About support for the 9.6, I think that it is going to be really hard. There are some important changes in the SDK that make it very problematic, specially for the interactive preview.

For the first release I am going to focus in support LW 10.1, 11.0, 11.5 and future 12.0 when avaliable, in both x32 and x64 versions. I have all this versions running now without big problems.

There is only a minor problem with LW10.1 ... it doesn't support the custom conections in nodes, so user can connect for example a Octane environment node to a Octane camera input in render target, but i am going to detect it at rendertime to avoid crashes.

-Juanjo

Re: OctaneRender for LightWave Initial Overview

PostPosted: Tue Nov 20, 2012 4:52 pm
by aw1
When are you going to release it? any expected date?

Thanks

Re: OctaneRender for LightWave Initial Overview

PostPosted: Tue Nov 20, 2012 4:59 pm
by juanjgon
aw1 wrote:When are you going to release it? any expected date?

Thanks


It is early to say, but I wanto to have a public beta version as soon as possible, perhaps in few month, early next year.

-Juanjo

Re: OctaneRender for LightWave Initial Overview

PostPosted: Tue Nov 20, 2012 6:19 pm
by aw1
Few Months!!!!!!!!!!!! oh man we going to die.. can't wait :):):)

Thanks for your reply :)

Re: OctaneRender for LightWave Initial Overview

PostPosted: Fri Nov 23, 2012 12:01 am
by juanjgon
I have all code to support any kind of shader tree with any complexity, reuse of multiple connected nodes, etc. The three Octane materials (Diffuse, Glossy and Specular) and the material mixer are working now without problems. Now I only need to code all other nodes to have all Octane shading (and lighting) system inside LW, a bit tedious process, but easy anyway. I will record a video this weekend when I have some new nodes available.

-Juanjo

Re: OctaneRender for LightWave Initial Overview

PostPosted: Sat Nov 24, 2012 3:08 am
by aw1
wow! :) amazing...