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Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 3:22 pm
by juanjgon
FrankPooleFloating wrote: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.
Perhaps you problem is related to the lights sampling parameter of each light source. Try to set a bigger value in the small lights, or a smaller value in your sun light source to see what happens ... the new light that you add as your sun is getting a lot of importance in the scene and it catch a lot of the light samples.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 3:23 pm
by juanjgon
MrFurious wrote:
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.
Thanks, I will test you scene ASAP.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 3:39 pm
by juanjgon
MrFurious wrote:
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.
Sorry, I don have the plugin TANL_SplitMaterial and I think that your setup doesn't work to test it. What is this plugin?
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 3:41 pm
by FrankPooleFloating
Thanks J. I will play with those. And congrats on the LW bundle deal!.. that should put a couple extra bucks in your pocket.

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 3:46 pm
by MrFurious
juanjgon wrote:MrFurious wrote:
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.
Sorry, I don have the plugin TANL_SplitMaterial and I think that your setup doesn't work to test it. What is this plugin?
-Juanjo
It's a plugin from TrueArts node library and can be found here:
http://www2.trueart.pl/?URIType=Directo ... %20Library
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Fri Aug 15, 2014 4:04 pm
by MrFurious
juanjgon wrote:MrFurious wrote:
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.
Sorry, I don have the plugin TANL_SplitMaterial and I think that your setup doesn't work to test it. What is this plugin?
-Juanjo
The problem was an outdated SplitMaterial node. Once updated it all works. Thanks for pointing this out I wouldn't have thought to check this. I think this node must have been updated for LW 11.6.3 and as I said earlier I foolishly updated LW and Octane at the same time which makes troubleshooting a bit of a headache.
Many thanks,
Dino.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Aug 16, 2014 1:39 pm
by BorisGoreta
EDIT: disregard this post, it was something system related. works fine now after a reset
With 2.6.1 mouse movement is not smooth during UPDATING SCENE IN GPU... phase. Can't really use it then, when it starts rendering everything is ok again.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Aug 16, 2014 2:34 pm
by BorisGoreta
Any news on the native surface pick support ?
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Aug 16, 2014 4:10 pm
by juanjgon
BorisGoreta wrote:Any news on the native surface pick support ?
Not yet Boris, I will try to add this feature ASAP.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Aug 16, 2014 5:00 pm
by MrFurious
Juanjo I found another bug with the latest release 2.6.1
Open my sample scene, open IPR and go to the Editor. In the render target check Enable Surface Override. then select 'override object' = none and uncheck 'Enable surface override'. Crashes every time.