Fiber guides and Texture UV's

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

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mstewart152
Licensed Customer
Posts: 107
Joined: Tue Jun 17, 2014 7:01 pm

No Problem, thanks so much for looking into this...

one simple test you can also do is make a sphere,
send to layout,
add fiber fx,
right click on layer and select polygonize guides,
save the object, and then make the quads subpatched.

This should crash octane when attempting to render.

Note. it will not crash if object subdivision level is set to zero.
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juanjgon
Octane Plugin Developer
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

mstewart152 wrote:No Problem, thanks so much for looking into this...

one simple test you can also do is make a sphere,
send to layout,
add fiber fx,
right click on layer and select polygonize guides,
save the object, and then make the quads subpatched.

This should crash octane when attempting to render.

Note. it will not crash if object subdivision level is set to zero.
Sorry, I can't reproduce the problem following these steps. Can you attach the scene?

Thanks,
-Juanjo
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juanjgon
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Location: Spain

Forget the scene, yes I can see the problem now. It seems that LW2018 has a problem with the FiberFX SDK API when the base object has subpatchs. Investigating ...

Thanks,
-Juanjo
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juanjgon
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

This problem seems a bug in LW2018. It only happens with the IPR, so the main F9/F10 should work fine. The workaround for the IRP is set the display subpatch level to 0.

Thanks,
-Juanjo
mstewart152
Licensed Customer
Posts: 107
Joined: Tue Jun 17, 2014 7:01 pm

Thanks Juanjgon.

I figured it was a Lightwave bug, usually is lol.

I still get a crash with display level at 0 and F9 at 3. But ill try some more.
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mstewart152
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Posts: 107
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Using Octane Object properties subdivision might be a work around here :)
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juanjgon
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

I've fixed the crashes, but I'm afraid that due to the problem on the LW side, the fibers UV texture coordinates are broken if the base object is subpatched. And this happens with the IPR and with the final rendering. Only objects without subpatchs are supported currently as UV source for the guides. I'll report this issue to the LW team, to see if it can be fixed.

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

mstewart152 wrote:Using Octane Object properties subdivision might be a work around here :)
Yes, sure. If you use the Octane native OpenSUBD feature to subdivide the base object, the fibers are going to be rendered with the right UV coordinates. Remember to set to 0 both the display and render subdivision level in the LW object options.

Thanks,
-Juanjo
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