Page 2 of 10
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Sat Aug 15, 2015 8:40 pm
by gordonrobb
So this is what I was talking about. I still think the plugin renders colours differnt to standalone.
I have the kernels in these both set the same (as far as I can see). I have an HDR drining the lighting and as you can see, in both the HDR background looks to be exposed the same.
However, the colour of the object, which is an RGB node with the colour of F0B823 cut and paste into it (caterpillar yellow). However, the Lightwaver render looks washed out and lighter.
If I put an colour correct node after the RGB and make the gamma 2.2, this is what it looks like. The same as standalone.
Do you see what I'm talking about?
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Sat Aug 15, 2015 9:42 pm
by Lewis
Gordo are you turned off LW native colorspace option i.e. set it to disable to go to gamma 1.0?
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Sat Aug 15, 2015 11:21 pm
by gordonrobb
Fink so! In bed now but will check in the morning. You mean you don't experience this problem?
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Sun Aug 16, 2015 7:41 am
by Lewis
gordonrobb wrote:Fink so! In bed now but will check in the morning. You mean you don't experience this problem?
I don't use standlaone but i know yu have to set LW ColorSPace to Linear (Disable) 'coz otherwise you are adding it twice when you use Octane settings.
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Sun Aug 16, 2015 9:34 am
by gordonrobb
Yeh, all CS disabled.
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Sun Aug 16, 2015 9:39 am
by gordonrobb
This difference as always been here with me.
Can you try it Juanjgon?
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Sun Aug 16, 2015 7:46 pm
by hdace
The "Mesh UV" map option in the projection node greys out all of the settings except the UV map choice at the bottom. That would imply one has to have a UV map. Doesn't that defeat the purpose of a projection node in the first place? I realize I could use vector nodes connected to the projection node inputs, but something seems really fishy here.
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Mon Aug 17, 2015 7:34 am
by MrFurious
Hi Juango I'm having some trouble with the latest release.. when doing an F9 render. LW render window freezes up when the render is finished, or if I hit Abort, or Abort and Continue.
I noticed this marked as a bug fix "- Better handle of the rendering abort events to try to minimize the plugin freezes." seems to have the opposite effect on my system.
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Mon Aug 17, 2015 8:34 am
by juanjgon
gordonrobb wrote:This difference as always been here with me.
Can you try it Juanjgon?
I will check it as soon as possible. In theory working in linear space the image should be the same.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ - Daily builds
Posted: Mon Aug 17, 2015 8:37 am
by juanjgon
hdace wrote:The "Mesh UV" map option in the projection node greys out all of the settings except the UV map choice at the bottom. That would imply one has to have a UV map. Doesn't that defeat the purpose of a projection node in the first place? I realize I could use vector nodes connected to the projection node inputs, but something seems really fishy here.
Yes, if you want to fix a procedural texture to the mesh geometry you need an UV map in the vertices to have a reference for the procedural projection. If you object doesn't have a valid UV map you can use the "UVMAP Node" tool to build an UV map for the object at render time.
https://docs.otoy.com/Lightwave3D/?page_id=131
-Juanjo