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				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:25 pm
				by juanjgon
				BorisGoreta wrote:For some reason instance example and logo example stopped working ( logo was working 5 minutes ago ). I had to reload the plugin and now all examples work.
Now again first 2 scenes don't work (RENDER FAILURE), I was just loading scenes and starting IPR I didn't change anything to the scenes.
I have to clear the scene, remove Octane master plugin, exit LW, start LW, add Octane 3 plugin again and then those scenes work again.
Exit LightWave and launch it again is not enough?
-Juanjo
 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:26 pm
				by BorisGoreta
				If I don't load and IPR render mesh_volumetrics, procedural_volumetrics 1,2 and 3 then I can load all other scenes multiple times and they work.
If I load one of the above scenes and render them then afterwards first two scenes don't work anymore but all the other scenes still work.
Maybe those scenes mess up some configs.
			 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:35 pm
				by gordonrobb
				What's the word on TFD compatability. Don't really want to upgrade for volumetrics unless I can use that.
			 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:36 pm
				by juanjgon
				I don't think that this problem could be something related to config files. I am using the new Octane API that should be released as alpha 02, so perhaps something is broken in it. The weird issue is that in my workstation (with Windows 7 and the last drivers) all seems to work fine.
Ok. Thanks. I will make more tests to see if I can reproduce this problems.
-Juanjo
			 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:37 pm
				by Bitboy
				juanjgon wrote:Do you have your drivers updated?-Juanjo
Running NVidia driver version 358.50 as it's the best one right now for Windows 10 as far as I can tell. Newer ones crashes the display driver.
Also it seems to me that the displacement shift option is a bit funky. It seems the displacement doesn't respond to it being changed. I've attached a pre-3.0 render and a 3.0 IPR render of the same image. Sorry for the dark image - hope it's viewable.
 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:38 pm
				by juanjgon
				gordonrobb wrote:What's the word on TFD compatability. Don't really want to upgrade for volumetrics unless I can use that.
I am in contact with TFD developers. They are going to add the TFD SDK to the LightWave plugin, that currently is not available. So I hope to support TFD in the near future 
 
-Juanjo
 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:40 pm
				by BorisGoreta
				You're right just restarting LW makes all scenes work.  Is the mesh hard cutting the procedural volume, is it possible to have a fade out near the mesh border ?
			 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:41 pm
				by juanjgon
				Bitboy wrote:
Also it seems to me that the displacement shift option is a bit funky. It seems the displacement doesn't respond to it being changed. I've attached a pre-3.0 render and a 3.0 IPR render of the same image. Sorry for the dark image - hope it's viewable.
I need to check the displacement shift parameter, and see if it needs a conversion function for the old scenes. I think that Octane 3 has changed it's behavior.
"Displacement
The UV map in the displacement texture is now taken into account. The "shift" parameter in the displacement node has been replaced by a new option "mid-level". The old parameter defined the shift of the displacement in meters, while the new parameter defines it in texture value range. So if you for example have a Zbrush export that has 0-displacement defined at 0.5, you set the "mid-level" to 0.5 and can then scale the displacement height independently. Should be more convenient than the old system."
-Juanjo
 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:42 pm
				by juanjgon
				BorisGoreta wrote:You're right just restarting LW makes all scenes work.  Is the mesh hard cutting the procedural volume, is it possible to have a fade out near the mesh border ?
Not yet, sorry.
-Juanjo
 
			
					
				Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0
				Posted: Thu Dec 17, 2015 8:45 pm
				by Bitboy
				juanjgon wrote:I need to check the displacement shift parameter, and see if it needs a conversion function for the old scenes. I think that Octane 3 has changed it's behavior.
"Displacement
The UV map in the displacement texture is now taken into account. The "shift" parameter in the displacement node has been replaced by a new option "mid-level". The old parameter defined the shift of the displacement in meters, while the new parameter defines it in texture value range. So if you for example have a Zbrush export that has 0-displacement defined at 0.5, you set the "mid-level" to 0.5 and can then scale the displacement height independently. Should be more convenient than the old system."
-Juanjo
Thanks Juanjo! Love your work on the Octane plugin. I'll see if I can make it work by adjusting settings some more in the Displacement node.