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Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Fri Jul 12, 2013 8:35 pm
by bparke
juanjgon wrote:
bparke wrote: I can't seem to get to work in any mode.
But it you click over the Layout interface and move the camera with the 3D mouse, this new camera transformation is not updated in the IPR viewport?

-Juanjo
Not until I click Redraw in the IPR window.

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Sun Jul 14, 2013 8:05 am
by polytek
Hello juanjgon,

I have a question about the presets shelf, now we can add materials into the preset shelf with a nice icon companion it, but how do i reload materials and where are the octane materials stored?
When i "Open Preset shelf" i can see the materials presented but when i try to open or assign the material currently selected and assign it to my current default material somehow it dos not work, the preset shelf also flips back to the lw basic preset shelf, can you please explain how i should use it.....

Thanks and best regards,

Polytek

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Sun Jul 14, 2013 12:34 pm
by juanjgon
polytek wrote:Hello juanjgon,

I have a question about the presets shelf, now we can add materials into the preset shelf with a nice icon companion it, but how do i reload materials and where are the octane materials stored?
When i "Open Preset shelf" i can see the materials presented but when i try to open or assign the material currently selected and assign it to my current default material somehow it dos not work, the preset shelf also flips back to the lw basic preset shelf, can you please explain how i should use it.....

Thanks and best regards,

Polytek
The preset shelf available inside plugin is only for render target presets, for materials you should use the LW materials shelf ... unfortunately currently there is no way to add a custom icon or shader ball to the preset.

-Juanjo

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Sun Jul 14, 2013 1:25 pm
by gordonrobb
juanjgon wrote:
The preset shelf available inside plugin is only for render target presets, for materials you should use the LW materials shelf ... unfortunately currently there is no way to add a custom icon or shader ball to the preset.

-Juanjo
There is, but I can't remember it. It's discussed somewhere in the Octane thread over at Newtek.

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Mon Jul 15, 2013 10:07 am
by gordonrobb
juanjgon wrote:The preset shelf available inside plugin is only for render target presets, for materials you should use the LW materials shelf ... unfortunately currently there is no way to add a custom icon or shader ball to the preset.

-Juanjo
Found it. Here is the post with the link. I haven't as yet tried it.

http://forums.newtek.com/showthread.php ... ost1266688

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Wed Jul 17, 2013 12:29 pm
by marchermitte
Hello Juanjgon!
I have several questions...
1)In lightwave you can multi edit attributes, say lights intensity, color, etc. for all the selected items. This is not the case with Octane lights, I have a scene with 50 lights inside a buidling and I have to make all the adjustements one by one. Any chance you could fix this for the next version?
2)Lights are VERY noisy and I was wondering what kind of sampling rate you'd advise for balancing speed/quality (those lights are used to lit the room inside a building, behing the cheap glossy trick windows). Should I use black body instead of Lightwave color/texure light?

3)I also downloaded the new Octane standalone render and there are very cool new features, such as archi glass. Do you think those new features will be added to the OctaneRender for lightwave plugin also?

Thank you for your great work.

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Wed Jul 17, 2013 1:46 pm
by juanjgon
marchermitte wrote:Hello Juanjgon!
I have several questions...
1)In lightwave you can multi edit attributes, say lights intensity, color, etc. for all the selected items. This is not the case with Octane lights, I have a scene with 50 lights inside a buidling and I have to make all the adjustements one by one. Any chance you could fix this for the next version?
2)Lights are VERY noisy and I was wondering what kind of sampling rate you'd advise for balancing speed/quality (those lights are used to lit the room inside a building, behing the cheap glossy trick windows). Should I use black body instead of Lightwave color/texure light?

3)I also downloaded the new Octane standalone render and there are very cool new features, such as archi glass. Do you think those new features will be added to the OctaneRender for lightwave plugin also?

Thank you for your great work.
Yes, this is a problem inside the LW SDK, it is not easy multi edit parameteres inside the multiple items managed by external plugins. I am aware of this issue and I hope to find a way to fix it.

Light a interior scene with multiple lights is not easy with any unbiased render engine. You should try to use as less lights as possible and with the bigger surface you can use. Also try to use the most simple lights you can (the quad shape lights are the faster ones).

I think that all rendering features of Standalone are available inside the plugin. You can get the architectural glass if you enable the "fake shadows" option in the specular material node.

-Juanjo

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Wed Jul 17, 2013 1:57 pm
by marchermitte
Ok. I did use the default square light.
I will just pump up the shading rate until I get something usable.
I wasn't aware that the "fake shadow" was actualy the archi glass feature, although I did use It and It is much better.

Thank you for your fast answer!

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Mon Jul 22, 2013 7:25 am
by kostache
I don't know does anybody met same problem like me when you try to change something (scale, for example) in the Octane UVMAP node and keeping IPR windows opened at the same time, LW (11.5.1, x64) giving me a critical error?

Re: OctaneRender™ for LightWave™ build 1.20.1 released

Posted: Mon Jul 22, 2013 7:29 am
by juanjgon
kostache wrote:I don't know does anybody met same problem like me when you try to change something (scale, for example) in the Octane UVMAP node and keeping IPR windows opened at the same time, LW (11.5.1, x64) giving me a critical error?
I don't see this problem before. Can you send to me a scene with this problem to test it here?

-Juanjo