Having the following issue:
Resized and repositioned an object but a ghost is being left and my ground is disappearing. I do have Octane materials on them.
Using API build 2.21.
As the pic shows, ground is gone and the text is being picked up as having been transformed but the solid ghost is messing up the shot.
Edit: seems to be a confusion of layers. As I was preparing this note, I tried to move the ground. The Indiana moved: the ground and Indiana have somehow been switched.
Edit2: Since I did that, went back in and renamed the layers. Octane played it right.
Using 2015.2. Something is different. But I got it where I need it. Thanks for reading.
OctaneRender™ 2.2 for LightWave™ BETA 2
Moderator: juanjgon
- UnCommonGrafx
- Posts: 199
- Joined: Wed Mar 13, 2013 9:14 pm
i7-4770K, 32gb ram, windows 8.1, GTX Titan and gt 620 for display
- UnCommonGrafx
- Posts: 199
- Joined: Wed Mar 13, 2013 9:14 pm
I don't seem to have any emission inputs on any of the three materials in 2015.2.
How about you?
How about you?
i7-4770K, 32gb ram, windows 8.1, GTX Titan and gt 620 for display
- UnCommonGrafx
- Posts: 199
- Joined: Wed Mar 13, 2013 9:14 pm
A late night. Yes, on the diffuse, I have the pin.
Eyes a little clearer now.
Thanks.
Eyes a little clearer now.
Thanks.
i7-4770K, 32gb ram, windows 8.1, GTX Titan and gt 620 for display
Hmm,
First they killed "Keep Environment" option after 2.16 (whcih still dont' have easy/fast solution with new layers/passes
), and now in 2.21 i can't see my "Beatuy" pass WITH post processign and all effects unleess i disonnect Passes node ?
Why is that ?
This is getting slower and slower into everyday quick stuff workflow
.
Now when I'm showing it to client live i need to go disconnect Passes node so he can see it with Emissive lights glowing/post efects abd then i need to go back and recconect it prior the render to not forget
.
Is there a solution/workaround for this ?
Thanks
First they killed "Keep Environment" option after 2.16 (whcih still dont' have easy/fast solution with new layers/passes

Why is that ?
This is getting slower and slower into everyday quick stuff workflow

Now when I'm showing it to client live i need to go disconnect Passes node so he can see it with Emissive lights glowing/post efects abd then i need to go back and recconect it prior the render to not forget

Is there a solution/workaround for this ?
Thanks
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
I think that the problem is that if you enable the "post processing" pass, the beauty pass doesn't have the post effects. Perhaps I could add an option to the IPR to disable this pass in the IPR window, or to don't use the passes node at all, again only with one switch in the IPR (for example I can add a new (disable) option to the passes drop down menu)
-Juanjo
-Juanjo
Well yes but i need passes for checking on Z-Depth (for post DOF) and few more for easier selection but right now i can't have them ON if i want to see Image procesign post effects node effect in IPR/Renderjuanjgon wrote:I think that the problem is that if you enable the "post processing" pass, the beauty pass doesn't have the post effects. Perhaps I could add an option to the IPR to disable this pass in the IPR window, or to don't use the passes node at all, again only with one switch in the IPR (for example I can add a new (disable) option to the passes drop down menu)
-Juanjo

Basiacally for my workflow all started to go down the road when OTOY removed Keep Environment option. That worked perfectly for me and now it's all struggling and every time i endup going back to v 2.16 for Real work/jobs

I know it's not your fault Juan, sorry for this and i know you are doing what you can (great support man) but I've been explained and showed and even sent PSD files to OTOY with example how it worked perefectly fine with Keep/environmenet and replacing BG/muliplying with real SKY whiel keeping Octane Environment also but so far nobody replyed with why can't be get back "Keep environment" button even if they think it's not "techicalyl correct" for some usage


--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Hi,
i confirm the import-obj from modeler bug when IPR is activated: this problem remains obviously since a many previous version.
Another bug:
* Create an octane light
* Assign a noisy channel modifier to the intensity light
* scrub the time line with IPR active and full-reload option enabled
-> lightwave (2015.2) blocks
but good new, on earlier version ( can't say the one, it was so many
), it was a bug when packaging scene with IPR active, it seems to be gone now...
Thanks
i confirm the import-obj from modeler bug when IPR is activated: this problem remains obviously since a many previous version.
Another bug:
* Create an octane light
* Assign a noisy channel modifier to the intensity light
* scrub the time line with IPR active and full-reload option enabled
-> lightwave (2015.2) blocks
but good new, on earlier version ( can't say the one, it was so many

Thanks
Thanks for reporting, yes I can reproduce this problem here. I will try to fix it for the next release.vipvip wrote: Another bug:
* Create an octane light
* Assign a noisy channel modifier to the intensity light
* scrub the time line with IPR active and full-reload option enabled
-> lightwave (2015.2) blocks
-Juanjo
- aeolian001
- Posts: 36
- Joined: Wed Mar 26, 2014 8:00 pm
rendering on one machine with 4gpus it takes 10 seconds to render each frame, when I tick "update materials" I timed it at 40 seconds a frame "extra 30 seconds is updating GPUS". Is there a way you could add a texture node that can have an option to update only that texture so the entire scene or all textures in scene do not have to update? its just a shame all that rendering speed is lost because of something as simple as having an image sequence on a TV.. or having a texture move along a model. Any ideas?
Thanks
Thanks