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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Mon Jun 19, 2017 3:36 pm
by BorderLine
juanjgon wrote:3dworks wrote:- Support of the Octane native network rendering in LWSN. In the LWSN nodes, the network rendering options must be configured using the Standalone app.
juanjo, great addition, thank you so much for implementing this request! should make it easy now to render without layout's render-q.
but how is the setup procedure for this in detail? maybe a step by step instruction would be good.
Currently, the LWSN network rendering support is an experimental feature, to see how it works.
On the LigthWave or LWSN side, there is nothing to configure. You only need to start the Octane Standalone in the LWSN render node and configure the network rendering on it. Once configured, you can close the Standalone app. and in theory, LWSN should use the same network configuration set on it to render the LW scene.
Thanks,
-Juanjo
OK ! thanks JuanJo ! But for doing what exactly ? Sorry,doesn't understand !
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Mon Jun 19, 2017 4:49 pm
by BorderLine
JuanJo,
Seems there is a problem with UV rotate with Octane texture image node. If you plug on texture / Environnement Daylight, texture turn in y axis. If you plug Color Correct node after node texture and before Environnement Day light, texture turn right on x axis !
Thanks
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Mon Jun 19, 2017 5:30 pm
by FrankPooleFloating
This has never worked, because J is not able to pass rotations through Color Correct node to the Texture Environment or Daylight nodes. I believe this is a LW SDK limitation.
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Mon Jun 19, 2017 9:25 pm
by juanjgon
Yes, FrankPooleFloating is right. This is a limitation of the plugin.
The rotation is done in the texture image node, and the plugin has a hack to pass these parameters to it, but only if the texture node is linked directly to the environment node. This is a legacy issue because in Octane 1.x these parameters were available directly in the environment nodes.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Mon Jun 19, 2017 9:28 pm
by juanjgon
BorderLine wrote:OK ! thanks JuanJo ! But for doing what exactly ? Sorry,doesn't understand !
LWSN was designed to work only with the local GPUs available in the render node. In this version LWSN can also use the Octane network rendering to use GPUs from other nodes, if the network rendering is configured using the Standalone.
It is a LWSN only feature. The Layout network rendering works like always.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Fri Jun 23, 2017 6:46 am
by vipvip
At the beginning, the steve-hurley plugin Snip-3 (which is an easy batch-rendering solution for LW) was not working with octane, i wonder if now, it is the case, with this new LWSN local-GPU feature...
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Fri Jun 23, 2017 3:57 pm
by AndyM1969
Massive problem with this release, Octane volumetrics is causing a crash every time on new and existing scenes.
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Sat Jun 24, 2017 10:37 am
by juanjgon
AndyM1969 wrote:Massive problem with this release, Octane volumetrics is causing a crash every time on new and existing scenes.
Can you please provide more details about this problem? Here all my volumetrics unit tests work fine.
Could be useful to know what kind of volumetrics you have this problem (TFD, VDB, etc.), the LightWave, NVIDIA drivers and OS versions, your system specs, etc. If you can enable the log file in the plugin options panel and attach it here, we could know more details about the crash point. A sample scene with this problem could also help.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.0
Posted: Sat Jun 24, 2017 4:11 pm
by BorisGoreta
TFD volumetrics work fine here.
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.06.4.1
Posted: Sun Jun 25, 2017 7:20 pm
by juanjgon
This build has been updated to fix several critical issues:
* PLUGIN BUGS FIXED:
- Fixed a bug in the visible environment render target root node input.
- TFD support on OSX updated to the 1427 TFD build.
- Fixed all the performance issues related to render high resolution images with the LightWave compositing functions enabled.
Thanks,
-Juanjo