OctaneRender™ 2.2 for LightWave™ RC
Moderator: juanjgon
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
Could we have a different render time calclation, the one which would include the time to prepare the frame for rendering. Sometiome compiling the scene takes longer then to render it. Having correct time for frames would enable us to predict how long it takes to render a sequence.
19 x NVIDIA GTX http://www.borisgoreta.com
agree with that, this is true especially for heavy instancing scenes.BorisGoreta wrote:Could we have a different render time calclation, the one which would include the time to prepare the frame for rendering. Sometiome compiling the scene takes longer then to render it. Having correct time for frames would enable us to predict how long it takes to render a sequence.
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Could someone explain me this 
I have simple displacement setup, i.e. diffuse material,displacement node and image texture node attached to it.
Now when I have an image the displacement works fine but why invert checkbox in image texture does nothing? Shouldn't it invert the effect?
Antti

I have simple displacement setup, i.e. diffuse material,displacement node and image texture node attached to it.
Now when I have an image the displacement works fine but why invert checkbox in image texture does nothing? Shouldn't it invert the effect?

Antti
AMD Ryzen Threadripper 2990wx (32c/64t),64GB RAM,NVIDIA GTX 1080ti,Win10
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun

The invert effect is not compatible with displacement. Displacement in fact is not compatible with any kind of manipulation in the texture image, and only works with a valid UV map in the object.atnreg wrote:Could someone explain me this
I have simple displacement setup, i.e. diffuse material,displacement node and image texture node attached to it.
Now when I have an image the displacement works fine but why invert checkbox in image texture does nothing? Shouldn't it invert the effect?
Antti
-Juanjo
Ok, thank you for clear and fast explanationjuanjgon wrote:
The invert effect is not compatible with displacement. Displacement in fact is not compatible with any kind of manipulation in the texture image, and only works with a valid UV map in the object.
-Juanjo

Antti
There is a new quickfix release 2.23.2.0 of the release candidate, with the next bugs fixed and new features:
* NEW FEATURES:
- New Clay mode button in the IPR window. This feature allows you to set the clay mode for the IPR rendering and doesn't change the main clay rendering mode in the render target.
- New option in the miltipass MB panel to reload the scene for each pass. Can be used to render scenes with motion blur while using RealFlow or FiberFX.
* BUGS FIXED:
- Swithed the zoom in/out drag direction in the ALT+CTRL IPR zoom feature.
- The IPR CTRL+ALT zoom feature is now less senistive.
- More robust instancing system to avoid problems with the new IPR "selected only" rendering mode
- Fixed incorrect UV subdivisions.
- Fixed layer mask alpha channel, which is now exactly the same as for the other info channels (except the layer ID pass).
- Fixed light pass alpha channel, to make it match the alpha channel of the other channels.
Please, update to this new release to see how it works now.
-Juanjo
* NEW FEATURES:
- New Clay mode button in the IPR window. This feature allows you to set the clay mode for the IPR rendering and doesn't change the main clay rendering mode in the render target.
- New option in the miltipass MB panel to reload the scene for each pass. Can be used to render scenes with motion blur while using RealFlow or FiberFX.
* BUGS FIXED:
- Swithed the zoom in/out drag direction in the ALT+CTRL IPR zoom feature.
- The IPR CTRL+ALT zoom feature is now less senistive.
- More robust instancing system to avoid problems with the new IPR "selected only" rendering mode
- Fixed incorrect UV subdivisions.
- Fixed layer mask alpha channel, which is now exactly the same as for the other info channels (except the layer ID pass).
- Fixed light pass alpha channel, to make it match the alpha channel of the other channels.
Please, update to this new release to see how it works now.
-Juanjo
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
After F10 sequence rendering is finished and focus is back to LW Layout all GPUs stay hot as if they are still rendering ( cca. 80 degrees ). As soon as I quit Layout temperatures drop instantly. This is a major thing because if I leave a scene to render during the night and it is finished in 2 hours I still burn good 6 or 8 hours of electricity for nothing until I wake up. I don't believe they can maintain 80 degrees without a substantial power draw.
19 x NVIDIA GTX http://www.borisgoreta.com
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
I don't know how to render a sequence in Standalone but if I render 1 frame this doesn't happen in standalone.
I can confirm again that this happened in LW on another scene when rendering sequence.
I can confirm again that this happened in LW on another scene when rendering sequence.
19 x NVIDIA GTX http://www.borisgoreta.com