OctaneRender 2019.1 LightWave beta build 2019.1.0.2 RC3

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

Moderator: juanjgon

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promity
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Posts: 363
Joined: Sun Dec 19, 2010 7:59 am
Location: Russia

Added a workaround to try to fix the arbitrary range type sequence rendering.

I am trying to export a scene to the Studio. The scene is 760 frames long. But when exporting, I get only 30 frames of animation. Is this a problem with this version of the plugin or an error on my side?


I found a mistake - it’s so simple that it’s very disappointing ))
AMD Threadripper 1950X/64gb ram/RTX 3080 Ti + RTX 2070/Samsung SSD 870 EVO 500 gb/
Lightwave 3d
AndyM1969
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Joined: Thu Jun 02, 2016 8:26 pm

Volume box for fog trick is no longer working in this version. SOLVED, no longer have to Octane Volumetrics in properties, now just apply medium to surface.
thargor6
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Joined: Fri Aug 03, 2018 8:02 pm

Hello!
First: thanks for the update! (Had a little break from Octane, but started to pick it up again)

I have a question regarding Vectron: how can I access the u and v coordinates, calculated by the script, inside the node-editor?

For example, I have a shader:

Code: Select all

shader SomeShader(some_params ..., output _sdf c = _SDFDEF) {  
  c.dist = ...
  c.u = ...
  c.v = ...
}
and now want to access not only c.dist (which gives the geometry), but also c.u and c.v for texturing.

Here is an example (created with Octane-standalone): https://github.com/thargor6/FFVectron/b ... einian.jpg

Cheers!

Andreas
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BorisGoreta
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Do we have some way to use textures to mix different displacements in this 2019 version ?

Are we getting an updated version any time soon ?
I'd like to have a version with this fixed: Fixed mix material not consistent with rendering specular layer + diffuse material when swapping input pins.
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juanjgon
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BorisGoreta wrote:Do we have some way to use textures to mix different displacements in this 2019 version ?

Are we getting an updated version any time soon ?
I'd like to have a version with this fixed: Fixed mix material not consistent with rendering specular layer + diffuse material when swapping input pins.
The new plugin build including the latest 2019.1 core is already done. I'll release it later today or tomorrow ;)

About the displacement, have you tried the new vertex displacement and displacement mixer nodes?

Thanks,
-Juanjo
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BorisGoreta
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I've installed the latest plugin version.

I was having trouble with the vertex displacement and then I realized it doesn't work in a single quad as did previous displacement node, you need to subdivide the quad first a couple of times. I hope this is how it works.

Nodes are giving wrong results, colors are completely off, when the scene starts rendering with local GPUs image looks fine but when Octane starts adding results from the nodes it all goes completely wrong in terms of colors. When I switch off the nodes image looks fine. Any idea why is this happening ?
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