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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Wed Jan 15, 2014 9:38 am
by BorisGoreta
I suspect it is my 3xTITAN in the main box + 4xTITAN in the expansion box.When I boot without the expansion box then it works.
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Sun Jan 19, 2014 12:44 am
by BorisGoreta
Octane camera mapping projection node reports error in modeler probably because modeler does not use cameras. Is it possible to make IPR interactivly update surfaces with camera mapping when moving the camera position/rotation, I need this to adjust the surface. Currently I have to move the camera and then disconnect/connect the camera projection node to update.
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Sun Jan 19, 2014 12:52 am
by BorisGoreta
Now we have instance variation finally don't we ? Using projection node we can color instances in world coordinates, cool !
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Sun Jan 19, 2014 11:11 am
by juanjgon
BorisGoreta wrote:Octane camera mapping projection node reports error in modeler probably because modeler does not use cameras. Is it possible to make IPR interactivly update surfaces with camera mapping when moving the camera position/rotation, I need this to adjust the surface. Currently I have to move the camera and then disconnect/connect the camera projection node to update.
The issue with camera mapping node in modeler is fixed. Now you can load objects with this node in Modeler without problems, but it's control panel is disabled because as you say in Modeler there isn't a camera to show in the node options. Thanks for report it.
In the IPR you can update the mapping of all camera mapping nodes in the scene easy and fast if you enable the "Mat Upd" option and then click in the "Redraw" button.
-Juanjo
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Mon Jan 20, 2014 11:13 am
by BorisGoreta
Thanks, is there some documentation for projection node modes ? I don't understand how they work ?
Whay are all units in percents ? This is percent of what ? Wouldn't it be better if it was in meters ? Is it possible to implement auto sizing ?
Is it possible to implement matte rendering which would support matte options from the object properties together with alpha channel settings ?
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Mon Jan 20, 2014 5:35 pm
by BorisGoreta
[quote="juanjgon"
The issue with camera mapping node in modeler is fixed. Now you can load objects with this node in Modeler without problems, but it's control panel is disabled because as you say in Modeler there isn't a camera to show in the node options. Thanks for report it.
-Juanjo[/quote]
is this updated in the p file on the first page ? switching to Modeler and back brakes my surfaces because of this
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Mon Jan 20, 2014 5:44 pm
by juanjgon
BorisGoreta wrote:
is this updated in the p file on the first page ? switching to Modeler and back brakes my surfaces because of this
Here you have the plugin with this fix for Windows x64, you only need to replace the old one.
http://render.otoy.com/customerdownload ... 1.5_11_6.p
-Juanjo
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Mon Jan 20, 2014 5:51 pm
by juanjgon
BorisGoreta wrote:Thanks, is there some documentation for projection node modes ? I don't understand how they work ?
Whay are all units in percents ? This is percent of what ? Wouldn't it be better if it was in meters ? Is it possible to implement auto sizing ?
Is it possible to implement matte rendering which would support matte options from the object properties together with alpha channel settings ?
I need to update the docs, but projectios are easy. Useful ones are cylindrical, spherical and box (that is like cubic mapping). The perspective one is useful for camera mapping that is added as other node, and the XYZ to UVW is a linear space projection.
Yes, the scale is in percent, I need to test if 100% is one meter, I am not sure now ... if this is the case I could change it. Autosize is possible, but only if textures projection works in real units ... I need to test it.
I am not sure about your last question, can you share a example of what do you want to make?
-Juanjo
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Tue Jan 21, 2014 3:50 pm
by BorisGoreta
Thanks for the p file, it really helps.
As for the matte workflow I would like to be able to quickly render black and white masks wheresome objects would be completely white and some would be completely blackplus hite objects should have 100 alpha and black objects 0 alpha.
I know I can render material Id but it is not 100 accurate inisolating elements in PS later.
Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
Posted: Tue Jan 21, 2014 5:33 pm
by FrankPooleFloating
Juanjo, I could really, really use this too - in a big way... but didn't want to ask for it because I have already been a pest.
