OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Moderator: juanjgon
Yes, sorry ... this function can't be used if you don't click before on the node to display the node parameters panel. This is a side effect hard to fix, so I am going to remove this option from the context menu on material nodes. The option should be used only from the node options panel.MrFurious wrote:all good.. while your there making a new build I have another bug not so critical though and hopefully you can reproduce it..
Adding context Menu 'Get T Texture Layers' causes a crash every time, on my machine anyway..
Thanks again for report this issues.
-Juanjo
A new daily build .zip file has been uploaded again with this issue fixed.juanjgon wrote:Yes, sorry ... this function can't be used if you don't click before on the node to display the node parameters panel. This is a side effect hard to fix, so I am going to remove this option from the context menu on material nodes. The option should be used only from the node options panel.MrFurious wrote:all good.. while your there making a new build I have another bug not so critical though and hopefully you can reproduce it..
Adding context Menu 'Get T Texture Layers' causes a crash every time, on my machine anyway..
Thanks again for report this issues.
-Juanjo
-Juanjo
Thanks again Juanjo probably best to disable it if you have to open the option panel first.. whats one more click anyway.juanjgon wrote:A new daily build .zip file has been uploaded again with this issue fixed.juanjgon wrote:Yes, sorry ... this function can't be used if you don't click before on the node to display the node parameters panel. This is a side effect hard to fix, so I am going to remove this option from the context menu on material nodes. The option should be used only from the node options panel.MrFurious wrote:all good.. while your there making a new build I have another bug not so critical though and hopefully you can reproduce it..
Adding context Menu 'Get T Texture Layers' causes a crash every time, on my machine anyway..
Thanks again for report this issues.
-Juanjo
-Juanjo
Cheers
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
Everything is work fine already. Thanks Juanjo.juanjgon wrote:Here this node works fine. Perhaps you could need to add the plugin again to the Layout to get the new gradient node. Remember to remove the Octane master plugin before add the plugin.royk wrote:
-Juanjo
Ah.. Half Rez IPR bug fixed 



Last edited by MrFurious on Thu Aug 14, 2014 1:58 pm, edited 1 time in total.
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
Sorry Juanjo I'm really throwing these at you tonight.
I have another 'bug' not sure if you would call it a bug but it doesn't work as it did pre 2.0
It has to do with the Sun Direction (HPB Vector) input parameter. I use a small node setup to switch between multiple 'suns' (LW distant lights) depending on the current camera. For example if Camera 1 is current, octane will use the Sun Direction info from Sun 1. Switch to Camera 2, and Octane uses Sun 2 direction, and so forth. In IPR I'd need to frame-shift to see the sun light change, but it worked really well.
Problem is, now when I F9 render the sun direction parameter isn't read, & looks like it reverts to 0,0,0. A simple vector node connected to the sun direction input works, but not from a node network returning vector info.
I think whatever 'scene update' procedures happening pre F9 render something isn't updating as it used to. I've checked my Rendering Scene Update Mode is set to Full Scene Reload.
Hope this makes sence.
I have another 'bug' not sure if you would call it a bug but it doesn't work as it did pre 2.0
It has to do with the Sun Direction (HPB Vector) input parameter. I use a small node setup to switch between multiple 'suns' (LW distant lights) depending on the current camera. For example if Camera 1 is current, octane will use the Sun Direction info from Sun 1. Switch to Camera 2, and Octane uses Sun 2 direction, and so forth. In IPR I'd need to frame-shift to see the sun light change, but it worked really well.
Problem is, now when I F9 render the sun direction parameter isn't read, & looks like it reverts to 0,0,0. A simple vector node connected to the sun direction input works, but not from a node network returning vector info.
I think whatever 'scene update' procedures happening pre F9 render something isn't updating as it used to. I've checked my Rendering Scene Update Mode is set to Full Scene Reload.
Hope this makes sence.
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
Non-linear colour space warning seems to not be working, both IPR and F9
EDIT: It's working, just didn't see the warning message, alert level set to low.. duh
EDIT: It's working, just didn't see the warning message, alert level set to low.. duh
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145