OctaneRender 2018.1 LightWave Production build 2018.1.3.0

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

OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby juanjgon » Sat Jun 01, 2019 10:06 am

juanjgon Sat Jun 01, 2019 10:06 am
Hi,

This is the latest stable release of the OctaneRender™ 2018.1 for LightWave™ plugin version 2018.1.3.0, available for LightWave 11.6, 2015.3, 2018.0 and 2019.0 Windows x64 and OSX. This build has been compiled using the Octane 2018.1.3 core.

New features
To learn more about the new features and improvements of OctaneRender 2018.1, please check out the 2018.1 release post, but this a quick list of the main new features that have been added:

  • NV Link support on RTX 2080 and RTX 2080 Ti
  • Cryptomatte. Currently, in the LightWave plugin, the Instance ID is used also as Object ID due to its internal scene graph architecture.
  • Vertex Attributes in the mesh objects. New options in the Octane object properties custom object plugin to configure the attributes to be extracted.
  • New "Color Vertex Attribute" and "Float Vertex Attribute" nodes to retrieve the vertex attributes in the shaders.
  • Deep render passes.
  • Way less Volume Render Noise. New option in the kernels to disable this feature if the matching of the Octane v4 volumes is needed.
  • Direct Levelset surface rendering. New option in the Octane volumetrics custom object plugin to configure the OpenVDB rendering to work with SDFs and assign their Octane material nodes.
  • Scatter depth limiting (i.e. fast fog rendering)
  • Overall 5% faster than V4 stable (about 315 OB vs 298 OB in our tests)
  • Vectron (Vector Primitive)


Release 2018.1.3.0 Enterprise subscription license
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_OSX.zip

Release 2018.1.3.0 Studio subscription license
https://render.otoy.com/customerdownloa ... n64_vr.zip
https://render.otoy.com/customerdownloa ... OSX_vr.zip

Release 2018.1.3.0 Demo
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone 2018.1.3 Enterprise subscription version for the network rendering nodes
https://render.otoy.com/customerdownloa ... _3_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg


Release Notes:
=============================================
RELEASE 2018.1.3.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Fixed the bounds parameter in the vectron objects.
- Fixed a crash in the proxy custom object plugin if added without enabling Octane first.
- Fixed a crash rendering polygonal hair objects with mesh deformations in scene update mode.
- Fixed a crash rendering polygonal hair objects with closed curves.

* OCTANE FEATURES AND BUGS FIXED:
- Fixed a rare render failure.
- Fixed emission if "keep instance power" is enabled, but sampling rate is 0.
- Fixed GGX BRDF when looking perfectly perpendicular to the surface tangent.
- Fixed a bug causing the volume step length to not be taken into account for shadow rays.
- Fixed object transforms in OSL for volumes and volume SDFs.
- Fixed sun disappearing before it reaches the horizon in planetary mode (when altitude from the ground is arbitrarily high).
- Fixed clipping of IP addresses in the network render preference panel.


=============================================
RELEASE 2018.1.2.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Fixed the problems related to the wrong ordering or mising UDIM textures.

* OCTANE FEATURES AND BUGS FIXED:
- Fixed universal material specular transmission with roughness 0 rendering incorrectly.
- Fixed excess noise when using a medium with universal material.
- Fixed SDF rendering black when using universal material on a flat surface with normal (0,0,1).
- Fixed regression of top left corner of denoised images rendering black pixels.
- Increased max number of transparent intersections to 200. This fixes some scenes that have a lot of alpha maps.
- Fixed incorrect maximum samples rendered when deep pixel is enabled without render passes.
- Fixed object layers when used with displacement materials.
- Fixed displacement on uv set 2 and 3, if uv set 1 is invalid.
- Fixed Cryptomatte when used with network rendering
- Fixed a lockup and crash if stopping rendering immediately before receiving the first set of results.
- Fixed vertex attributes crashing when used over network render.
- Enterprise versions have now support for offline activation with dongles.
- Fixed orientation of normal maps for triangles which are mirrored in UV space
- Fixed crash when stopping render engine and then starting a material preview.
- Fixed a crash during activation on some machines with RAID setups.
- Fixed OSL camera not working over network render.
- Fixed SDF not working over network render.
- Allow Vectron nodes to inherit their bounds from their inputs, if the SIZE pin is not connected.
- Fixed incorrect size and distance scaling of volume SDF objects when used as an input to a vectron node.
- Fixed a crash when the same volume SDF is used in more than one Vectron input.
- Fixed Cryptomatte passes for distinct nodes.
- Fixed Cryptomatte passes that get broken when changing material and object layers.
- Fixed material and object layers for Vectron nodes.
- Fixed duplicated voxel counts in render statistics.



Happy rendering,
Your OTOY Team
Computer Graphics Software Developer
Octane plugin development and support: LightWave and Houdini
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby thargor6 » Sat Jun 08, 2019 9:08 pm

thargor6 Sat Jun 08, 2019 9:08 pm
"Fixed the bounds parameter in the vectron objects."
Thanks for fixing that, cause that was a real obstacle.

Cheers!

Andreas
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby Carlos3D » Mon Jun 10, 2019 9:14 am

Carlos3D Mon Jun 10, 2019 9:14 am
Hi juanjo.

I have a problem with my Octane Proxy.

Can you help me?...

This is the video link: https://www.dropbox.com/s/ws2onzn28dfi7 ... m.mp4?dl=0
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby juanjgon » Mon Jun 10, 2019 5:02 pm

juanjgon Mon Jun 10, 2019 5:02 pm
Carlos3D wrote:Hi juanjo.

I have a problem with my Octane Proxy.

Can you help me?...


Hi,

The problem is that you are instancing the first proxy null found because probably you have the "Instance LW Clones" option enabled in the render target root node options panel. You need to disable this option, or set a unique name for each null object.

Thanks,
-Juanjo
Computer Graphics Software Developer
Octane plugin development and support: LightWave and Houdini
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby Carlos3D » Mon Jun 10, 2019 9:33 pm

Carlos3D Mon Jun 10, 2019 9:33 pm
juanjgon wrote:
Carlos3D wrote:Hi juanjo.

I have a problem with my Octane Proxy.

Can you help me?...


Hi,

The problem is that you are instancing the first proxy null found because probably you have the "Instance LW Clones" option enabled in the render target root node options panel. You need to disable this option, or set a unique name for each null object.

Thanks,
-Juanjo



Many thanks Juanjo, I did what you recommended and both worked properly.
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby Carlos3D » Fri Jun 14, 2019 7:44 pm

Carlos3D Fri Jun 14, 2019 7:44 pm
Hi Juanjo.

I used multiple screen with instances, instead of the mapped images being on each screen. both are mixed on each screen, I'm making a mistake or it's Octane failure.

01.jpg

02.jpg
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby juanjgon » Fri Jun 14, 2019 11:30 pm

juanjgon Fri Jun 14, 2019 11:30 pm
The Octane random color node exports a floating value, so the textures mixing is the expected behavior if linked to a gradient node, but have you tried to set the gradient node interpolation to "Constant" ?

Thanks,
-Juanjo
Computer Graphics Software Developer
Octane plugin development and support: LightWave and Houdini
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby Carlos3D » Sat Jun 15, 2019 12:47 am

Carlos3D Sat Jun 15, 2019 12:47 am
juanjgon wrote:The Octane random color node exports a floating value, so the textures mixing is the expected behavior if linked to a gradient node, but have you tried to set the gradient node interpolation to "Constant" ?

Thanks,
-Juanjo


Thank you so much one more time Juanjo, it worked perfectly with interpolation to "Constant"...

[ Play Quicktime file ] Thank Juanjo.mp4 [ 15.44 MiB | Viewed 1547 times ]

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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby Carlos3D » Sat Jul 13, 2019 11:01 pm

Carlos3D Sat Jul 13, 2019 11:01 pm
Hi Juanjo.

I have a problem with my IPR.

I make a short video to show you my problem.

https://www.dropbox.com/s/zcmq1n8rxqtc9 ... d.mp4?dl=0

Hope I one more time you can help me?
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Re: OctaneRender 2018.1 LightWave Production build 2018.1.3.0

Postby juanjgon » Sun Jul 14, 2019 10:28 am

juanjgon Sun Jul 14, 2019 10:28 am
Carlos3D wrote:Hi Juanjo.

I have a problem with my IPR.

I make a short video to show you my problem.

https://www.dropbox.com/s/zcmq1n8rxqtc9 ... d.mp4?dl=0

Hope I one more time you can help me?

Hmm, I can't remember seeing something like that before. Do you have this problem with any scene, even a new simple one? In this case the problem is related to your LightWave and plugins configuration for sure. It is like the master plugin used to get the Layout events and send them to Octane was not working at all ... when you have the IPR opened, what master plugins do you have in your masters plugins panel?

In any case, if you have this problem with all the scenes, you should try to clean your LightWave config files and add the plugin again.

Thanks,
-Juanjo
Computer Graphics Software Developer
Octane plugin development and support: LightWave and Houdini
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