Systematic crash !

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

Moderator: juanjgon

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BorderLine
Licensed Customer
Posts: 291
Joined: Sun Mar 24, 2013 5:30 pm

Hi,
I've a systematic crash if change scale, rotation with uvmap node and IPR run. IPR off, all is good.
But it's a major problem for texture ajusting since octane textures are not visible in the LW shaded windows.
There is another thing when i adjust texture with LW material. Exemple, i need to turn texture to H 95° for adjusting, in octane uvmap texture node, if i put H 95°, i haven't same result.
Thanks
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

What version of the plugin are you using? I am trying to reproduce this problem here without luck. Can you send me a sample scene to reproduce this crash?

On a side note ... why are you using the UVMAP texture node and not the Octane native projection nodes, that are faster and needs less GPU memory working with large objects?

About the LW <-> UVMAP node projection, it is true that sometimes it could not match. The plugin node has it's own projection math, and I am not sure how the LW projection works. Is it a problem?

-Juanjo
BorderLine
Licensed Customer
Posts: 291
Joined: Sun Mar 24, 2013 5:30 pm

Ok ! Sending !
Many thanks
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Thanks for the scene. Yes, I can reproduce the problem here, I will try to find the problem and fix it as soon as possible. Thanks for reporting!

Anyway the UVMAP node is an old node used to map objects without UV maps in the first versions of Octane, that didn't have native projection tools. In Octane 2.2/3.0 you should use the Octane projection nodes and avoid use the old UVMAP node if possible. It is faster and needs less GPU memory:
https://docs.otoy.com/Lightwave3D/?page_id=456

Thanks,
-Juanjo
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

This problem has been fixed for the next build.

Thanks,
-Juanjo
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