Objects transformations (translation, rotation, scale, etc.) motion blur is going to be ready for the first release. Only the deformations motion blur is not ready yet.
-Juanjo
OctaneRender™ for LightWave™ 2.0 preview
Moderator: juanjgon
I thought this exact same thing when I saw the mountain range image. I think you could instance the objects on the surface of the single plane. Then offset the Y coordinates of the instances using a node using the same image that you used for the displacement. I've done something like this before but I can't remember the name of the node I used. It created the multi pin strategy table from the first X-Men movie.FrankPooleFloating wrote:Hmmmm.. I just realized something.. If displacement happens in the GPU, then we would not be able to instance things along a surface, if said surface is being displaced a significant distance from original - like that mountain range for example... Juanjo?
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- gordonrobb
- Posts: 1247
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Another thought, with this displacement, water would be fantastic - however only if we had better procedurals 

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- UnCommonGrafx
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I'm waiting on some clarification on the procedural issue. As it is right now, the way I understand it, we will have access to all of our old texturing regimes with the new methodology.
Someone correct me but the way it sounds to me is similar to the old trick of putting a blank image in the image editor and pre-painting it with textures and such at the image editor. This all without a render.
If this is the case, ifw2 and all lw textures come back into play for Octane.
Someone correct me but the way it sounds to me is similar to the old trick of putting a blank image in the image editor and pre-painting it with textures and such at the image editor. This all without a render.
If this is the case, ifw2 and all lw textures come back into play for Octane.
i7-4770K, 32gb ram, windows 8.1, GTX Titan and gt 620 for display
Yes, procedurals. How on earth fur and hair get priority over procedurals is beyond me. Maybe it's a symptom of being a LW user.
the procedural limit is due to the GPU calculation nature...
Few chances to get sophisticated one, like native lw textures or others, as other GPu renderers ( cycles, thea etc... ) have these same limits...
You can always bake them but it is not so handy, specialy for infinite and animated ones...
perhaps, with new future cuda versions, it will autorise to get much better procedurals , we can hope so...
Few chances to get sophisticated one, like native lw textures or others, as other GPu renderers ( cycles, thea etc... ) have these same limits...
You can always bake them but it is not so handy, specialy for infinite and animated ones...
perhaps, with new future cuda versions, it will autorise to get much better procedurals , we can hope so...
Nice!!!, what type image are u using for the mountain juan?juanjgon wrote:Other example, with only one quad polygon, all working in real time
-Juanjo
Win7 Sp2____2xGTX1060 [email protected]____Su17.2.2555 and Su18.0.16975____SketchUp Plugin 4.00.0.17____4.00.RC7 Standalone