- I get a crash only when performing an F10 render with Update Scene set. This crashes every time I attempt to use it in the scene with animated volumetrics.
- 'Full scene reload' does NOT cause a crash.
- I will send an email with a sample scene later today.
OctaneRender™ 3.0 for LightWave™ - Production build 3.04.5.0
Moderator: juanjgon
I'v installed the Octane 3.04 .50 in my lightwave 2015.3 but no way to see the button of th etool of thematerial conversion.
I have cleaned the menu branch and reloaded thenew one but no way...
Any sugestion?
I have cleaned the menu branch and reloaded thenew one but no way...
Any sugestion?
Ok fixed...it was my fault!
I'm only rendering using the Full scene reload, since that's the only way I can get it to work without crashing.juanjgon wrote:The texture sequences seem to work fine here. Remember that if you are using a texture sequence in a material you must enable the "Update Materials" option if you are rendering the scene in update mode, and you must enable the "Mat. Upd" option in the IPR if you want to see the sequence while time scrubbing.cyborgty wrote:In the previous versions I have been successful with rendering sequence files. But with the current build, I can only render still textures. I want to use an animated texture (use texture emission) on a monitor screen object. But unfortunately after wasting a lot of time troubleshooting this, I failed to solve this issue.
Thanks,
-Juanjo
However, the issue with texture sequence/animated texture problem was caused by me. When I created the texture sequence in After Effects, I did not pad the sequence numbers correctly.
Can you send me a sample scene with this crash? The log file can also help, please enable it in the plugin options panel and attach the log that you get after the crash.cyborgty wrote:- I get a crash only when performing an F10 render with Update Scene set. This crashes every time I attempt to use it in the scene with animated volumetrics.
- 'Full scene reload' does NOT cause a crash.
- I will send an email with a sample scene later today.
Thanks,
-Juanjo
- gamedesign
- Posts: 77
- Joined: Tue Jan 14, 2014 12:53 pm
Nice update
Great work!
I love the textures converter, really helpful. Have you ever considered making a tool that converts an orbx into a LightWave surface 'Compound Node'?

I love the textures converter, really helpful. Have you ever considered making a tool that converts an orbx into a LightWave surface 'Compound Node'?
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
It seems I am not able to control the reflection amount on a surface with a displaced specular material on it. It is always 255 !
This was because displacement was applied on a big N-Gon, if subdivided and converted to quads/tris it worked.
This was because displacement was applied on a big N-Gon, if subdivided and converted to quads/tris it worked.
19 x NVIDIA GTX http://www.borisgoreta.com
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Eeks! Juanjo, it happened again. That damn Texture from file field got me again! (fortunately this time I caught it before it was buried deep in a project) I understand you can't do anything about making it read only and populated only by path from button -- but could you at least make it so it does not get focus automatically when we double-click a Texture Image node? Is that possible pal? I really think it would make this mistake very rare for most.
Also, have you been privy to any of the new OSL stuff coming, so that you could determine if we will indeed be able to span displacements across instances using World Coordinates? (we talked about this before - where folks like me want to be able to make displaced instances be completely unique)
Also, have you been privy to any of the new OSL stuff coming, so that you could determine if we will indeed be able to span displacements across instances using World Coordinates? (we talked about this before - where folks like me want to be able to make displaced instances be completely unique)
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Hmm, weird issue. Can be a problem with the plugin internal n-gons tessellation algorithms. Anyway subdivide/triple big N-Gons with a lot of edges in the modeler to use it in Octane is always a good idea.BorisGoreta wrote:It seems I am not able to control the reflection amount on a surface with a displaced specular material on it. It is always 255 !
This was because displacement was applied on a big N-Gon, if subdivided and converted to quads/tris it worked.
Thanks,
-Juanjo
Sorry, I can't reproduce this behavior here. The texture from file parameter is only in focus to write on it if you click in the string GUI. Do you get it in focus double clicking the node?FrankPooleFloating wrote:Eeks! Juanjo, it happened again. That damn Texture from file field got me again! (fortunately this time I caught it before it was buried deep in a project) I understand you can't do anything about making it read only and populated only by path from button -- but could you at least make it so it does not get focus automatically when we double-click a Texture Image node? Is that possible pal? I really think it would make this mistake very rare for most.
Thanks,
-Juanjo