Page 2 of 8

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 4:11 pm
by juanjgon
gordonrobb wrote: Not at home at the moment. The one on the right is as I would expect it as its a clear glass spec. But when I render it puts a mirror refelction of the area, but distorted. Have tried it with a simple box and it does the same. Also, I have a problem that I cant get the reflection to disapear completely, even with 'refection' at 0 or black. I'm not at home at the moment, but will post an object.
Yes, please ... if you have a scene with this problem send it to me. I am making some tests here but all works fine, perhaps the problem is related to something in you scene setup or in the render target.

-Juanjo

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 5:10 pm
by gordonrobb
Found out what it is, but it's still a bug, or a problem at least.

It was that the object was flat, (being a window), and the material had 'smoothing on). I This was a specular material, but it was happening with a glossy one also, just a slightly different issue. Two issues with this. Firstly, yes smoothing was on and shouldn't have been, but it wasn't ticked in LW Surface Editor, which I thought it had to be for Octane to count it as smoothed. But more importantly, in IPR it looked different.

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 5:27 pm
by gordonrobb
If I take that piece out of the building, and render it, it dowsn't have the problem. However, if I put on Smooth, the glass just goes black.

Who knows. Seems to be ok now though.

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 5:39 pm
by juanjgon
Ok. I am not at home now, but later I am going to make more tests, perhaps there is a bug in the new dinamic update code that update object normals.

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 6:10 pm
by NemesisCGI
I think I found a bug here. See image.

This only happen twice, and it only happen when the Surface Editor window was open.

I left the PC for a few mins, screen goes black, then the crash window pops up.

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 10:23 pm
by juanjgon
NemesisCGI wrote:I think I found a bug here. See image.

This only happen twice, and it only happen when the Surface Editor window was open.

I left the PC for a few mins, screen goes black, then the crash window pops up.
It is hard to say. Usually this kind of crashes comes from system, drivers or hardware problems. If you have a scene that repeat this crash, please send it to me, or also you can enable the log file in the plugin options panel and send to me the log file, where sometime I can see the plugin or CUDA errors that cause the crash.

-Juanjo

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 11:33 pm
by juanjgon
gordonrobb wrote:If I take that piece out of the building, and render it, it dowsn't have the problem. However, if I put on Smooth, the glass just goes black.

Who knows. Seems to be ok now though.
I can't reproduce this problem here. Again if you get a scene with this issue, please send ti to me. Anyway I will make more tests in my own projects to see if can reproduce it.

-Juanjo

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sat Apr 27, 2013 11:46 pm
by FrankPooleFloating
Juanjo, for Pete's sake.. take a couple days off!!! And no peeking at forums during said days off!

:shock:

You've earned it bro!

Thanks again for 1.13. I did not even think this was possible before Otoy officially released 1.13...

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sun Apr 28, 2013 6:09 am
by funk
I'm trying to duplicate a scene from the standalone to LW and noticed some small UI errors in the LW nodes:

1. The LW nodes for emissions have no GUI for "distribution", although there is a connection for it.
2. Falloff texture UI says "graCing" instead of graZing
3. Environment:Daylight, turbidity/power is shown as a percentage, while in Environment:texture, power is a float. In the standalone they are all floats. I know this doesnt matter because it's all the same internally, but you should keep the UI consistent with the standalone
4. The Schlick phase function node is missing. Since this this node isnt there, what do we plug into the phase input of Scatterring Medium? The phase input shows BLUE for a vector although it should be a float. I cant plug a lightwave scalar into it
5. Gradient texture node is missing
6. Blackbody emission efficiency is a percentage but in Texture emission its a color. Once again, it should be consistent


EDIT: I'm adding points as I find them

Re: OctaneRender™ for LightWave™ build 1.13.1 released

Posted: Sun Apr 28, 2013 9:21 am
by juanjgon
funk wrote:I'm trying to duplicate a scene from the standalone to LW and noticed some small UI errors in the LW nodes:

1. The LW nodes for emissions have no GUI for "distribution", although there is a connection for it.
2. Falloff texture UI says "graCing" instead of graZing
3. Environment:Daylight, turbidity/power is shown as a percentage, while in Environment:texture, power is a float. In the standalone they are all floats. I know this doesnt matter because it's all the same internally, but you should keep the UI consistent with the standalone
4. The Schlick phase function node is missing. Since this this node isnt there, what do we plug into the phase input of Scatterring Medium? The phase input shows BLUE for a vector although it should be a float. I cant plug a lightwave scalar into it
5. Gradient texture node is missing
6. Blackbody emission efficiency is a percentage but in Texture emission its a color. Once again, it should be consistent


EDIT: I'm adding points as I find them
Thanks for this tips. Currently gradient node is not available inside the Octane SDK. Phase function is coded inside the Scattering medium node, it only has a floating parameter that you can set in the scattering node itself. The Phase input is there for future use, it is not a vector input, it is a custom node input to plug future phase nodes when available.

-Juanjo