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Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 7:33 pm
by juanjgon
atnreg wrote:
But I don't understand the UVMap change completely. I understand if Octane can now use the first three UVMaps (of course names are definitely needed to be sure) but what happens if an object has more than 3 UVMaps? Will Octane crash, refuse to render...? The manual does not explain this, it only says "each object can have now up to 3 UV sets" so please clarify
Currently only the first three UV maps are available to be used in Octane, all the other UV maps are ignored. Anyway I will try to add a global scene option to work with the old behavior, using the first UV map available in each vertex.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 7:39 pm
by atnreg
juanjgon wrote:
Currently only the first three UV maps are available to be used in Octane, all the other UV maps are ignored. Anyway I will try to add a global scene option to work with the old behavior, using the first UV map available in each vertex.
-Juanjo
Thank you for explanation, then at least I'm happy and it seems to use first one by default so it is working like before if you don't change that setting

So, at least in my opinion, there is no need to make that separate option.
The only thing I hope are the names of the maps or is there some logic in the order of them? Are they in same order as they are in Modeler or Surface Editor's T layers?
BTW, why exactly three? Why not all there are?

Of course in most cases one is enough but as the maps are in object, why they cannot be all used?
Antti
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 7:49 pm
by juanjgon
atnreg wrote:
Thank you for explanation, then at least I'm happy and it seems to use first one by default so it is working like before if you don't change that setting

So, at least in my opinion, there is no need to make that separate option.
The only thing I hope are the names of the maps or is there some logic in the order of them? Are they in same order as they are in Modeler or Surface Editor's T layers?
BTW, why exactly three? Why not all there are?

Of course in most cases one is enough but as the maps are in object, why they cannot be all used?
Antti
The new multiple UV maps system doesn't work like before if your object has more than one UV map because you need to select the UV map to be used in the texture image node, and only the first three UV maps (in the same order that you can see them in the modeler) are available now.
They are three because currently Octane doesn't support more UV maps.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 7:55 pm
by atnreg
juanjgon wrote:
The new multiple UV maps system doesn't work like before if your object has more than one UV map because you need to select the UV map to be used in the texture image node, and only the first three UV maps (in the same order that you can see them in the modeler) are available now.
But isn't that the same it worked before? I mean if there were more, others but the first one was ignored and now there are three to select from and others are ignored. But first one is used by default so I don't see difference in behaviour if you keep the uv selection at default i.e. 1
juanjgon wrote:
They are three because currently Octane doesn't support more UV maps.
-Juanjo
Ah, of course, good reason
Antti
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 9:04 pm
by abstrax
Lewis wrote:
I woldn't call that and "all explained" so that's the main reason why i asked it here since i don't understand that explanation.
It says this:
"The option "keep environment" got removed from the render kernel nodes. This option never really made sense, since blurry effects like DOF don't work with it. With the modified environment render pass you can now compose something between the environment and the scene."
Maybe I don't understand what's explained there (english is not native language ot me so that might be part of it, sorry for that), So my question still remanins, is there a way to see environment as befor at IPR/render wotut addin extra step complexity of passes/layers ? All i get now at IPR is BLACK Backgorund

. Also WHY removing feature ? You could just leave it there and not turn on checkmark if it didn't like feature or it didnt' work for your/somene elses' workflow, no need to remove it an dpossibly break other peoples workflow - right

?
Thanks
If you want to see the environment for setting up stuff, just disable the alpha channel. If you want to have alpha plus the environment render an environment pass.
"Keep environment" was always broken, because you can't use a simple alpha channel to cut out the environment from a normal render with environment. The border pixels around the cutout will always be a partial mix between environment and foreground which looks like wrong when you compose it onto a different background.
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 9:21 pm
by Lewis
abstrax wrote:
If you want to see the environment for setting up stuff, just disable the alpha channel. If you want to have alpha plus the environment render an environment pass.
Ok I'll try that, thanks fo rinfo, although it seems slower than before (i don't do passes for quick renders/low quality preview animations), but i'll give it a go to see can i get acustomizes to that. Just wonder what will hapen wiht my older scenes sicn ei was exporting as 32b TGA and i had environment visible in render and still had Alpha channel withing SINGLE image (no layers needed). Now i'll need to change/adjust all of them since they've been made with Keep Environment stuff so for now I'm back to 2.16 to finish projects/changes.
abstrax wrote:
"Keep environment" was always broken, because you can't use a simple alpha channel to cut out the environment from a normal render with environment. The border pixels around the cutout will always be a partial mix between environment and foreground which looks like wrong when you compose it onto a different background.
Well yes you are right there but all that was if you are usign DOF, if not then simple 1 pixel Defringe in Photoshop solves it fine. I've rendered several projects with Keep Environment and had no problem when exchanging sky in Pshop and defringe, also that's similar to other render engines with Premultiplyed Alpha option.
Though thanks for participaing, I appreciate you taking and extra step/tiem to explain stuff

.
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Tue Jan 13, 2015 6:32 pm
by BorisGoreta
If I set FiberFX edges from default 2 to 1 Octane crashes.
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Tue Jan 13, 2015 6:40 pm
by BorisGoreta
If I shift+click on a fibre in VPR would it be possible to open FiberFX node editor ?
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Tue Jan 13, 2015 6:42 pm
by BorisGoreta
Editing material in FiberFX node editor is not responsive, it lags a lot compared to editing the same fibres amount freezed to 2 point polygons and using normal nodal editor ( FiberFX disasbled ).
What I wanted to say is that there is a lot more unnecessary stuff going on under the hood then LW just sending surface update to Octane. ( my guess )
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Tue Jan 13, 2015 8:44 pm
by juanjgon
BorisGoreta wrote:Editing material in FiberFX node editor is not responsive, it lags a lot compared to editing the same fibres amount freezed to 2 point polygons and using normal nodal editor ( FiberFX disasbled ).
What I wanted to say is that there is a lot more unnecessary stuff going on under the hood then LW just sending surface update to Octane. ( my guess )
Do you have the option "FiberFX IPR geometry update" in the plugin options panel disabled? ... with this option disabled only the material is updated in Octane, but the problem can be that the Layout itself is really slow updating any FiberFX parameter. Try to disable the viewports hair preview of all your hair systems to see if without the Layout OpenGL hair updates all works faster.
-Juanjo