OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.1
Moderator: juanjgon
- dereksdigital
- Posts: 24
- Joined: Thu Mar 19, 2015 3:34 am
Well let me just add to the chorus and say "Very excited!!!"
TFD and Octane, together at last... Great work Juanjo! I really wasn't expecting Octane to be able to use the TFD cache files but this is great news

TFD and Octane, together at last... Great work Juanjo! I really wasn't expecting Octane to be able to use the TFD cache files but this is great news
|| 1x GTX 1080ti; 2x GTX 980ti || Xeon W-2145 || 64GB RAM || Win10 Pro x64 ||
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Juanjo, I really thought we would have seen a 3.00.0.3 plug by now... I'm starting to wonder if you are actually waiting on something from Newtek, rather than Otoy...
Please wink if this is the case.
Please wink if this is the case.

Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Juanjo, do you think next weeks version include the (semi) unlimited poly-count?
Oh and as a general question, will the ThinLens Camera be getting a proper 'f-stop' input at some point? As opposed to the current 'aperture' input? It would be nice to be able to set DOF & bokeh to match their real world counterparts using the correct numbers, rather than just tweaking it by eye.
Oh and as a general question, will the ThinLens Camera be getting a proper 'f-stop' input at some point? As opposed to the current 'aperture' input? It would be nice to be able to set DOF & bokeh to match their real world counterparts using the correct numbers, rather than just tweaking it by eye.
Yes, the (semi) unlimited poly-count is an alpha 3 feature and will be included in the next build.
I will check the f-stop feature. Standalone has this settings in the camera node, but I need to think about how to integrate them with the LW camera, and anyway I am not sure if they are really useful for your workflow.
-Juanjo
I will check the f-stop feature. Standalone has this settings in the camera node, but I need to think about how to integrate them with the LW camera, and anyway I am not sure if they are really useful for your workflow.
-Juanjo
- mdharrington
- Posts: 249
- Joined: Fri Dec 09, 2011 11:08 pm
Juan....is sub-grid detail going to be implemented in the rendering of TFD...is it even possible?
Thanks
Thanks
Intel i7 980, 24gig DDR3, 2x GTX 470, 1x GTX 590
Nope, sub-grid detail (that I think that is something like a procedural texture over the volume) is a feature that must be supported by Octane before use it the plugins. Anyway TFD doesn't export this information in it's volume API, it is a shading effect AFAIK.
-Juanjo
-Juanjo
- mdharrington
- Posts: 249
- Joined: Fri Dec 09, 2011 11:08 pm
juanjgon wrote:Nope, sub-grid detail (that I think that is something like a procedural texture over the volume) is a feature that must be supported by Octane before use it the plugins. Anyway TFD doesn't export this information in it's volume API, it is a shading effect AFAIK.
-Juanjo
I was afraid of that....oh well... just have to up-rez
Great work implementing TFD support in the first place

AFAIK sub-grid detail is slightly more than a shading effect. I think sub grid detail is actual volume...just manipulated by procedural noise and the velocity cache.
But of course...the volume would have to be effected before Octane see's it....so a little out of scope of the plugin
Intel i7 980, 24gig DDR3, 2x GTX 470, 1x GTX 590