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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Tue Sep 26, 2017 9:33 pm
by juanjgon
BorisGoreta wrote:This force normal thing when LW viewport is in wireframe does not work with surfaces with polygon side node used. In wireframe mode Octane gets confused and doesn't know which side of the polygon is which.
Yes, this is the problem. If the Layout only has wireframe viewports, the mesh normals are not computed, so they are not available for the IPR. The plugin is using a Layout command added some version ago that forces the Layout to compute the normals for the external renderers, but sometimes it doesn't work fine. In any case, this is a Layout limitation.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Tue Sep 26, 2017 11:01 pm
by FrankPooleFloating
It worked correctly much of the time... enough so that refreshing IPR here and there was not enough for me to put much thought into finding out what the hell was the problem -- and I kinda suspected that this was just a LW quirk I guess -- which is prolly why I forgot about the whole wireframe/normals thing altogether... I'm glad I can put this behind me, as I have completely left my wireframe Layout editing in the rear view mirror.

Thanks again for straitening me out. ;)

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Sat Sep 30, 2017 1:11 pm
by BorisGoreta
I am not sure we can use "visible on specular" on lights. We can use it on emissive surfaces but I can't seem to find this option for the lights.

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Sat Sep 30, 2017 4:37 pm
by juanjgon
In the Octane_light, the visible on diffuse and visible of specular features are controlled using the standard "Affect Diffuse" and "Affect Specular" LightWave lights parameters. The same happens with the "Shadow Type", that can be set to off to disable the cast shadowns.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Sat Sep 30, 2017 4:42 pm
by FrankPooleFloating
:shock: YES!! Thanks for keeping it simple J!! :D

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Sat Sep 30, 2017 5:53 pm
by FrankPooleFloating
Hey Juanjo, Sphere light type seems to be behaving strangely.. or perhaps not at all.. maybe something broken with it... I am trying to do an invisible (transparent) sphere light with 0% opacity and Transparent Emission on, and it ain't doin' nothin'... :? Works for others, including Box... In other words, switching back and forth between light types works brilliantly, on all of them, until you switch to Sphere...

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Wed Oct 04, 2017 1:23 am
by FrankPooleFloating
Juanjo, sorry, but ngons are behaving badly too. :? Please test and see if they are rendering correctly on your end.

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Wed Oct 04, 2017 9:01 am
by juanjgon
FrankPooleFloating wrote:Juanjo, sorry, but ngons are behaving badly too. :? Please test and see if they are rendering correctly on your end.
Hi,

Sorry, here my ngons unit test scenes seem to work fine. Can you send me a sample scene with this problem? It is true that some ngons have problems with the triangulation algorithm, but this issue is very rare.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Wed Oct 04, 2017 9:05 am
by juanjgon
FrankPooleFloating wrote:Hey Juanjo, Sphere light type seems to be behaving strangely.. or perhaps not at all.. maybe something broken with it... I am trying to do an invisible (transparent) sphere light with 0% opacity and Transparent Emission on, and it ain't doin' nothin'... :? Works for others, including Box... In other words, switching back and forth between light types works brilliantly, on all of them, until you switch to Sphere...
Thanks for reporting this issue. Yes, it seems that the light emission is not working with the sphere lights (that are using the Octane sphere primitive). Probably there is a bug in the Octane core. I'll check it.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.07.0.0

Posted: Thu Oct 05, 2017 8:53 am
by juanjgon
FrankPooleFloating wrote:Hey Juanjo, Sphere light type seems to be behaving strangely.. or perhaps not at all.. maybe something broken with it... I am trying to do an invisible (transparent) sphere light with 0% opacity and Transparent Emission on, and it ain't doin' nothin'... :? Works for others, including Box... In other words, switching back and forth between light types works brilliantly, on all of them, until you switch to Sphere...
The problem with the sphere lights is a known Octane limitation of the sphere primitives. The workaround is to set the Sampling Rate to 0.0, because now they are excluded from the direct lighting.

Thanks,
-Juanjo