OctaneRender™ for LightWave™ build 1.20.6 released

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Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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OctaneRender™ for LightWave™ build 1.20.6 released

Postby juanjgon » Tue Nov 19, 2013 7:13 pm

juanjgon Tue Nov 19, 2013 7:13 pm
Hello,

This is a new release of the OctaneRender™ for LightWave™ plugin, build 1.20.6 - released for Lightwave 10.x and 11.x Windows x32 and x64, and for Lightwave 11.x Mac OSX.

This is the first release with support for Lightwave 11.6. It has some important bugs fixed and some new key features, like multi-pass motion blur, support for network rendering inside the LWSN and new materials preview options using shader balls.

Download plugin links:
http://render.otoy.com/customerdownload ... .6_x32.zip
http://render.otoy.com/customerdownload ... .6_x64.zip
http://render.otoy.com/customerdownload ... .6_OSX.zip


Download DEMO VERSIONS plugin links:
http://render.otoy.com/customerdownload ... 2_DEMO.zip
http://render.otoy.com/customerdownload ... 4_DEMO.zip
http://render.otoy.com/customerdownload ... X_DEMO.zip


How to install the plugin (Windows):
- Download the install file, you can see that inside it there is the plugin, the octane.dll and octane.dat files and a custom LW menu bar file
- Copy the octane.dll and octane.dat files into you install Lightwave/bin directory
- Add the plugin from Lightwave Layout, select the plugin for your Lightwave version (10.x or 11.x)
- Install the custom menu bar to get access to the Octane features

How to update the plugin (Windows):
- It is like install the plugin again (copy the .dll and .dat files to the Lightwave/bin directory and add the plugin and menu bar again), but you must be sure that there aren't any octane master plugins running in the Layout before try to add the plugin again. There is a live master plugin needed to start/stop the engine that must be closed to allow plugin reinstall.
- This build uses the new Octane SDK 1.17, if you are working with Windows please be sure that you update the Octane.dat and Octane.dll files inside your Lightwave/bin folder.


How to install the plugin (OSX):
- Download the install file, you can see that inside it there is the plugin and a custom LW menu bar file
- Add the plugin from Lightwave Layout
- Install the custom menu bar to get access to the Octane features

How to update the plugin (OSX):
- It is like install the plugin again (add the plugin and menu bar again), but you must be sure that there aren't any octane master plugins running in the Layout before try to add the plugin again. There is a live master plugin needed to start/stop the engine that must be closed to allow plugin reinstall.


*NEW FEATURES IN THE 1.20.6 RELEASE*
- Added support for Lightwave 11.6 for both Windows and OSX
- Added a new option in the render target to reload scene every 10 frames in the "update scene" mode to avoid locks ups on some systems.
- Multi pass Motion Blur: This release has support for multi pass motion blur. There is a new options tab in the render target root node options where user can enable the MB, set the number of passes and set the MB length. Each motion blur pass is going to render the number of samples set in the kernel node or the render time set in the render options, so for example if user set 100 samples in the kernel and render a 16 pass MB, the final number of samples rendered are going to be 1600.
- ScreamerNet network rendering support: To configure the render nodes licenses you need to add a plain text config file with the name "octane_node.cfg" to the C:\ disk of each render node. This config file should have the license data for the node using this format:

"01234567"
"abcdefghijklmno"

- Added PNG and EXR save formats to the IPR window save options.
- New material preview in the IPR window. Octane for Lightwave can display a "Shader ball" preview of the current material after each change in the IPR window. There is a new button in the IPR window ("Sh.Ball") to enable the material preview. User needs to tweak some parameter in the material node editor to see the preview. It is possible to pause the IPR rendering and the material preview will continue updating.
- Four new parameters in the Options tab of the plugin options panel to control the IPR shader balls rendering: preview resolution, shape type, samples and preview object size. Please note that some things are not compatible with changes in the object size, like image maps, always mapped at the same scale.
- New functions to display a Octane material preview shader ball in the standard Lightwave surface editor. Also now this Octane shader ball is used as icon when the user store the surfaces in the presets shelf. The global parameters used by the IPR shader balls to control the preview samples and the object size are used to control the surface editor shader balls.
- New option in the plugin options panel to enable/disable the rendering of the Octane shader balls in the surface editor


*BUGS FIXED IN THE 1.20.6 RELEASE*
- Objects with mix of surfaces with UVMAP nodes and native UV maps show problems in the IPR update. Fixed.
- Objects with very small triangles crash while updating geometry or UVMAP node information if IPR is running. Fixed.
- Some objects with UVMAP node in the materials can crash Layout or Modeler while loading them. Fixed.
- UVMAP node "Autosize" function crash in Modeler. Fixed.
- Fixed the camera stuttering problem in big scenes.
- Fixed all "E" envelopes in nodes that are percent values, but show a scalar envelope graph.
- The "About" window show a wrong plugin version. Fixed for version 1.2
- The "Octane_Object_Properties" custom plugin fail at load. Fixed, there was a problem with the plugin name.
- In Lightwave 11.6 user can connect the Octane custom node input/output pins to or from anything. A user error connecting nodes could crash the plugin. Fixed.
- Fixed a memory leak after abort the rendering.
- When material override is activated in the editor & the object plugin is added to bypass the override... Any surfaces changes ie: colour, texture, anything won't update in IPR until you hit 'reload'. Fixed.
- Little optimization in the IPR refresh speed when compositing is enabled
- Added a envelope group for the render target node editor
- Execute the "Package Scene" command with the IPR running crash Layout. Fixed.
- Image sequences doesn't work as compositing background or foreground images. Octane always render the same image of the sequence. Fixed.



Enjoy it :)
-Juanjo
Last edited by juanjgon on Wed Jun 04, 2014 8:18 am, edited 2 times in total.
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby FrankPooleFloating » Tue Nov 19, 2013 7:30 pm

FrankPooleFloating Tue Nov 19, 2013 7:30 pm
YIPPEE!!!! :lol: :lol: :lol: :lol: :lol: Thank you soooo much Juanjo!! Again, you rock!

Edit: just tested even more stuff... :shock: This kicks so much ass! I am completely going apeshit playing with mb! This is perfect - and smooth like butter!
Last edited by FrankPooleFloating on Wed Nov 20, 2013 2:33 am, edited 2 times in total.
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby MrFurious » Wed Nov 20, 2013 2:13 am

MrFurious Wed Nov 20, 2013 2:13 am
Great.. thank you
Dino Inglese
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Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby UnCommonGrafx » Wed Nov 20, 2013 3:25 am

UnCommonGrafx Wed Nov 20, 2013 3:25 am
Was just gonna admire things and go on... see if I could resist a comment.

Not after that lil preview ball popped up. Frikkin' kudos to you, Juan!!

Chuckle, now I think I can ask for some hidden object love.

And did I miss the sizing options... Why, yes, I did!

Stellar job.
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby geo_n » Wed Nov 20, 2013 8:14 am

geo_n Wed Nov 20, 2013 8:14 am
Excellent update. Is there documentation or step by step how to setup network rendering by lwsn?
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby juanjgon » Wed Nov 20, 2013 8:59 am

juanjgon Wed Nov 20, 2013 8:59 am
geo_n wrote:Excellent update. Is there documentation or step by step how to setup network rendering by lwsn?


I need to update the docs, but setup the network rendering is the same as using the native Lightwave render engine. You need to run LWSN and use the screamernet network controler (or a third party one), like working with Lightave.

The only thing you need to configure is a "octane_node.cfg" file in your C:\ path with the license information for this node.

-Juanjo
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby geo_n » Wed Nov 20, 2013 9:27 am

geo_n Wed Nov 20, 2013 9:27 am
I'm using backburner controller. What it does is simply read the lws and the assigned renderer on the scene(dropdown list - lw, kray) then call on lwsn.exe to render.
It seems we can also choose Lightwave octane renderer in the dropdown list so I assume it would work. Just have to have another set of octane and lw license on another pc. I hope otoy considers another pricing scheme for their render nodes. Octand standalone + lw plugin for every pc just to network can get expensive fast.
Anyone know of an external hardware solution to put together multiple gpu and plug it to one computer? Cubix expander still supported by otoy?
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby juanjgon » Wed Nov 20, 2013 9:36 am

juanjgon Wed Nov 20, 2013 9:36 am
One user is using this expansion box with four Titan GPUs (plus other three in the main computer) and it works fine:
http://www.netstor.com.tw/_03/03_02.php?MTEx

Anyway it is not a cheap solution, perhaps it is cheaper to get other Octane license, have two systems with 3 or 4 GPUs each, and support the plugin's development ;)

-Juanjo
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby kostache » Wed Nov 20, 2013 10:11 am

kostache Wed Nov 20, 2013 10:11 am
Thanks a lot, Juanjo - great job!

But if I got it right, your MB work like the classic MB in the Lightwave, this means if you want to get smoother result you have to increase a number of passes?
Here is an example:
right is a native LW render, 1 MB pass, adaptive sampling 0.01 min. samples 2 max 64
left is the Octanes one, 8 passes.
mb.png


Does anybody know how to get same MB quality, like in the LW render without making a bunch of passes? Or it's not possible at the moment?

Thanks in advance,
Konstantin
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Re: OctaneRender™ for LightWave™ build 1.20.6 released

Postby juanjgon » Wed Nov 20, 2013 10:35 am

juanjgon Wed Nov 20, 2013 10:35 am
It is not possible at the moment, you need to use more passes to avoid the banding. Anyway if you use 12 or 16 passes the final animation looks nice.

This MB is only a workaround until native Octane MB is ready in Octane 1.5 / 2.0

-Juanjo
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