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Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Thu Mar 28, 2013 8:40 pm
by dwr08
Fantastic work Juanjo... Really enjoying it, and looking forward to whatever improvents come down the road.

Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Fri Mar 29, 2013 4:58 pm
by marchermitte
I just bought It and It looks great but I can't find any documentation... Is there any available?

Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Fri Mar 29, 2013 5:36 pm
by juanjgon
marchermitte wrote:I just bought It and It looks great but I can't find any documentation... Is there any available?
This temporal site has the current HTML docs:
http://www.genesisvisual.com/LWOctane_d ... index.html

I am working in a final docs site, to be released soon.

-Juanjo

Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Fri Mar 29, 2013 5:55 pm
by marchermitte
Ok, thank you! I did figure out most of the fonctions by studying the sample scenes but I like to understand what I'm doind. Anyway, great plugin, I'm, testing out a few scenes and It's really stable.
Wondering if we'll get acess to a surface preset browser, like the Octane Live...
Gracias para su trabajo!

UVWMap Node Postion not working

Posted: Sat Mar 30, 2013 2:23 pm
by desarts
Great release!

One small thing. I can not change the position of the UVWMap node. Any idea why this is?

Thx in advance . :)

EDIT: It works when i set values, BUT i can not use the inputs.

Re: UVWMap Node Postion not working

Posted: Sat Mar 30, 2013 5:41 pm
by juanjgon
desarts wrote:Great release!

One small thing. I can not change the position of the UVWMap node. Any idea why this is?

Thx in advance . :)

EDIT: It works when i set values, BUT i can not use the inputs.
True, inputs don't work, I will fix them ... thanks for report this bug.

-Juanjo

Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Sat Mar 30, 2013 5:56 pm
by gordonrobb
In standalone, if I add a float texture node, the assign a colour image, it makes it black nd white. When I do that in the plugin, (float image) it doesn't give me the option to,load an Mage. Am I missing something?

Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Sat Mar 30, 2013 9:49 pm
by UnCommonGrafx
LW way: put a texture node in, load the image there and plug that back into float node.

Just think of it in LW terms.

Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Sat Mar 30, 2013 10:29 pm
by gordonrobb
But float node doesn't have an input. It is just an output, that outputs a value. It can go into power for example, but can't take an input.

Re: OctaneRender™ for LightWave™ build 0.10.2 released

Posted: Sat Mar 30, 2013 11:17 pm
by marchermitte
BTW, It would be great to have a UV map list to choose from, as there are sometimes multiple maps iin a scene and lightwave doens' let me change copy them into one single map (It messes the maps up, probably a bug)
I was thinking also that beeing able to link the focal point to a null for instance would be a great and fast way to animate dof in a scene.
I'm very pleased with the general behavior of this plugin, really.