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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Mon Dec 18, 2017 11:08 am
by juanjgon
gamedesign wrote:Great stuff, going to try it now

I am never quite sure which version of the standalone Octane I need to have installed for each LightWave Octane version. Does it say somewhere?
The plugin doesn't need the Standalone installed to work at all. You only need the Standalone in the render nodes if you are working with network rendering. In this case, usually, the Standalone download links to be used with the plugin are available in the same release post.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Mon Dec 18, 2017 11:10 am
by juanjgon
royk wrote:After installed still can't find toon mat....would you care to tell me what can i do?
You need to add the Octane .p plugin again to the Layout to see the new nodes, but be aware that you must make this operation from an empty scene layout, and after removing the Octane master plugin from the Mater Plugins panel (CTRL+"q")
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Mon Dec 18, 2017 4:27 pm
by BorisGoreta
How do you scale workspace, is that a windows thing ?
I cranked this bad boy up but it didn't work with LW, I got bigger font in Chrome though.
Ah, I did it for the wrong monitor.
But still it is no good, font inLW is enlarged but a little bit blurred.
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Mon Dec 18, 2017 5:48 pm
by BorderLine
Hi Juan and thank for release.
I've a problem with this release with network rendering. Color change in windows zone, more darkness !
Just try rectangle with grass color. Render in local and render with network, rectangle zone become darkness !
Thanks in advance
Franck
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Mon Dec 18, 2017 5:58 pm
by BorisGoreta
I have also reported that nodes render differently in this version.
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Mon Dec 18, 2017 6:11 pm
by BorderLine
BorisGoreta wrote:I have also reported that nodes render differently in this version.
Thanks Boris and sorry, have'nt seen your post !
Merry Christmas ! With new LW !!!!!!
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Mon Dec 18, 2017 6:13 pm
by BorisGoreta
The more reports the better, I just wanted to bump it up !
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Tue Dec 19, 2017 1:30 pm
by Lewis
Thanks for update Juan, keep 'em coming

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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Tue Dec 19, 2017 7:27 pm
by BorisGoreta
would it be possible to automate the following procedure of building a material from a library of images.
Here is a snapshot of all images for one material. They all have suffix which corresponds to an input type.
So I can manually build a material to use all these textures. But when I want to build another one with another set of images I have to change them all manually.
How could I inject all images from a folder to a specific material ( surface ) ?
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.0
Posted: Tue Dec 19, 2017 9:04 pm
by FrankPooleFloating
+1