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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Thu Aug 04, 2016 4:30 pm
by juanjgon
ristoraven wrote:Hi,

I have a scene where I made LW displacement terrain and added Octane displacement also to it. It renders well in IPR. IPR says there's well below million polygons in the scene. When I set Octane to render 18k cubemap, Octane says there's 30 million+ polygons and the machine freezes.. Had to reboot. I made an ORBX file and tested the scene in standalone and it works well there in 18k resolution. I also tried in LW 3840x1920 "stereo over-under" setting and the machine tilted for a while and then crashed and I got a dump file generated.

Tested with the latest 3.03 plugin.
What are the your SubPath level settings? The IPR uses the display level, while the final rendering uses the render level. Perhaps they are not the same, like for example in the attached image.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Thu Aug 04, 2016 4:39 pm
by ristoraven
I have subpatches set to 20 and "pixels per polygon"..

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Thu Aug 04, 2016 4:47 pm
by juanjgon
ristoraven wrote:I have subpatches set to 20 and "pixels per polygon"..
Well, this is the problem, you have a very high subdivision level for the final rendering. To have the same subdivision that in the IPR, set the Render Subpatch to "Per Object Level" and set also 20 on the parameter below, where you have now 258.

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Thu Aug 04, 2016 4:49 pm
by ristoraven
Okay, I changed to per object level and renders like a Rolls Royce.

Massive thanks Juan! You are faster than Lucky Luke.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Fri Aug 05, 2016 2:47 pm
by FrankPooleFloating
:? Juanjo, why does Box Projection not work on Displacements?... I want to use World Space on my cloned meshes' diffuse/spec/rough (seamless) maps, and also my (seamless) displacement map. In other words, why can't we plug the same Octane Projection node into all Texture:Image nodes and have them work the same for all?

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Fri Aug 05, 2016 2:55 pm
by juanjgon
FrankPooleFloating wrote::? Juanjo, why does Box Projection not work on Displacements?... I want to use World Space on my cloned meshes' diffuse/spec/rough (seamless) maps, and also my (seamless) displacement map. In other words, why can't we plug the same Octane Projection node into all Texture:Image nodes and have them work the same for all?
Sorry, displacement only works with the object UV maps. The projection node is not compatible with it, I suppose that due to performance issues. Perhaps you could use the UVMAP node, that builds the object UV map at render time and is compatible with the displacement feature:
https://docs.otoy.com/Lightwave3D/?page_id=131

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Fri Aug 05, 2016 3:19 pm
by FrankPooleFloating
Unfortunately, Octane UVMAP does not have World Space in Cubic Mapping... :cry:

Is this possibly going to change with new 3.1 goodies coming?.. It would really be huge to be able to use World Space, if nothing else, to hit boulders, bricks, and shit with displacements that make each clone/instance look unique.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Fri Aug 05, 2016 3:33 pm
by juanjgon
Perhaps you could try to use the UVMAP node using the "Lightwave T Color Layer" feature, and configuring a world space projection in the object color T channel.

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Fri Aug 05, 2016 5:32 pm
by Lewis
I've asked on forum recently is there chance for 3.x to support projection nodes for displacement but OTOY DEVs seem not interested to answer that topic/question.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03

Posted: Fri Aug 05, 2016 5:59 pm
by FrankPooleFloating
I guess I'll keep my fingers crossed that new LW (if ever) + 3.1 will make this, and much more, a reality... Juanjo's stuff above yielded nothing but identically displaced instances, no matter what I tried...

Ugh.. it would kick ass just to be able to plug Instance Info into crap to put unique displacements on instances...