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Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Thu Aug 14, 2014 5:17 pm
by juanjgon
MrFurious wrote: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.
Can you send to me a scene with this problem to test it here?
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Thu Aug 14, 2014 5:18 pm
by juanjgon
MrFurious wrote: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
Yes, but even in low lever mode you should see a yellow warning message in the LW messages line.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Thu Aug 14, 2014 6:37 pm
by MrFurious
juanjgon wrote:MrFurious wrote: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
Yes, but even in low lever mode you should see a yellow warning message in the LW messages line.
-Juanjo
Right, it was there I just didn't see it
Will try and get you a test scene for the sun direction issue soon.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 5:12 am
by MrFurious
Found a new bug with the Info Channel node..
Open LW, activate Octane, open Editor, save scene... all good
Now add an info channel node (no need to connect it to the Render Target)
save scene, crash.
This is a nasty one which corrupts the scene after it crashes, thankfully LW autosaves a backup file.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 9:29 am
by juanjgon
MrFurious wrote:Found a new bug with the Info Channel node..
Open LW, activate Octane, open Editor, save scene... all good
Now add an info channel node (no need to connect it to the Render Target)
save scene, crash.
This is a nasty one which corrupts the scene after it crashes, thankfully LW autosaves a backup file.
True, really a dangerous bug. I am working to fix it. I will post a new release as soon as possible. Thanks for report it.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 10:27 am
by juanjgon
New 2.6.1 daily build released for Windows that fix some critical bugs found in the 2.6.0 build. Thanks for report this bugs !!!
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 10:34 am
by vipvip
thanks for this bud tracking !
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 10:40 am
by MrFurious
Again many thanks for your speedy work (as always) squashing those bugs. And congratulations on the new LW Octane bundle, you've done so much to make Octane and Lightwave a killer combo.
Cheers.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 2:13 pm
by FrankPooleFloating
Maybe a bug?... When I replace daylight+hdri with just hdri env txtr and an Octane light as my sun (dusk/low), my little emitters around my patio (20 total - 2 inches square each) stop working and I get a TON of FFs in the area that emitters are. As soon as I turn off Octane light (sun), the emitters work again... Huh?

Sorry I can't post image this time.
Has anyone else had a similar problem? These emitters do work with daylight+hdri, but I have been finding lately that I like hdri and Octane lights (sun) way better. Even though I was one of the bunch who were begging for daylight+hdri, I am just not crazy in love with it like I thought I would...
This is with PT kernel - Diffuse 12 - Glossy 24 and everything else default, including RE, GI Clamp etc. Sun is about 400' back and is scaled at 5.2. Tried disc, quad, black body and lw color... to no avail.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 3:03 pm
by MrFurious
juanjgon wrote:MrFurious wrote: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.
Can you send to me a scene with this problem to test it here?
-Juanjo
Hi juanjo, I've zipped a simple test scene to show you what I mean. A few primitives, 2 cams and 2 suns. The suns are Lightwave lights used to drive the sun position in the octane daylight node. When you switch cameras and frame step, the light direction changes. (easiest to see this change using the perspective view in IPR) Doesn't work with F9 though it just renders black.
Cheers,
Dino.