OctaneRender for LightWave Initial Overview

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Re: OctaneRender for LightWave Initial Overview

Postby vipvip » Fri Dec 14, 2012 5:17 am

vipvip Fri Dec 14, 2012 5:17 am
Well done !
Does the hyperwoxels system render with your plugin ( sprite, surface, volume mode) ?
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Re: OctaneRender for LightWave Initial Overview

Postby juanjgon » Fri Dec 14, 2012 8:36 am

juanjgon Fri Dec 14, 2012 8:36 am
vipvip wrote:Well done !
Does the hyperwoxels system render with your plugin ( sprite, surface, volume mode) ?


Octane can't support volumetrics from CPU render engines, only it's own volumetrics (when available)

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Re: OctaneRender for LightWave Initial Overview

Postby scratch33 » Fri Dec 14, 2012 3:48 pm

scratch33 Fri Dec 14, 2012 3:48 pm
What you can do is simply use octane to render the scene then lightwave for the voxel...
Same way for all other passes. the part that octane don't support can be render with lightwave and then merged in post.
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Re: OctaneRender for LightWave Initial Overview

Postby vipvip » Sat Dec 15, 2012 9:44 am

vipvip Sat Dec 15, 2012 9:44 am
scratch33 wrote:What you can do is simply use octane to render the scene then lightwave for the voxel...
Same way for all other passes. the part that octane don't support can be render with lightwave and then merged in post.

yes compositing is a solution
but Ocatne speed would be grear for this as voxels are very slow compared with other equivalent systems...
Just the sprite mode, which is not volumetrics, should perhaps be possible, isn't it ?
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Re: OctaneRender for LightWave Initial Overview

Postby juanjgon » Sat Dec 15, 2012 5:28 pm

juanjgon Sat Dec 15, 2012 5:28 pm
Octane for LW 1.0 also is going to support the LW11 instancing system :)

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Re: OctaneRender for LightWave Initial Overview

Postby vipvip » Sat Dec 15, 2012 6:42 pm

vipvip Sat Dec 15, 2012 6:42 pm
Yes i forgot it! And it is far better and powerfull than the sprites voxels!
You are preparing a war-machine, it seems... :)
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Re: OctaneRender for LightWave Initial Overview

Postby juanjgon » Sun Dec 16, 2012 9:36 pm

juanjgon Sun Dec 16, 2012 9:36 pm
First version of the plugin is also going to support the LW compositing options for basic background/foreground compositing. Plugin use Octane image alpha channel to compose scene over background.

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Re: OctaneRender for LightWave Initial Overview

Postby juanjgon » Sun Dec 16, 2012 10:56 pm

juanjgon Sun Dec 16, 2012 10:56 pm
Testing LW11 instancing scene with 250.000 instances of grass patches. As you can see all scene including base meshes and image buffers only need 72 MB of GPU RAM. This image was rendering in my old laptop with a GT330 GPU, of course current GPUs are a lot faster.

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Re: OctaneRender for LightWave Initial Overview

Postby vipvip » Mon Dec 17, 2012 6:33 am

vipvip Mon Dec 17, 2012 6:33 am
impressive !
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Re: OctaneRender for LightWave Initial Overview

Postby FrankPooleFloating » Mon Dec 17, 2012 2:18 pm

FrankPooleFloating Mon Dec 17, 2012 2:18 pm
:shock: Stunned!.. Shocked!.. Mind has officially been boggled.

This just keeps getting better and better. Juanjo, you rock!.. on so many levels. And your updates (daily, for the most part) are becoming legendary with us LW users who are watching and waiting - with baited breath. Oh, how wonderful it would be if everyone worked like that. Keep up the incredible work!

Do we have any idea yet if this plug is indeed going to be 199 euros ($262US approx)?
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || Blender Plug || LightWave Plug|| Blender E-Cycles
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