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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Fri Dec 30, 2016 4:03 pm
by BorisGoreta
When I apply the converter it converts surfaces but doesn't check the node editor for each surface so the converted surface does not show in IPR until I manually check them all.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Fri Dec 30, 2016 4:07 pm
by juanjgon
BorisGoreta wrote:When I apply the converter it converts surfaces but doesn't check the node editor for each surface so the converted surface does not show in IPR until I manually check them all.
Ah, yes, sorry. This is a limitation in the LW SDK. It doesn't have a function to enable the node editor in the surface editor from the plugin side. Anyway, have you tried to enable it with multiple surfaces selected? I think that you can enable the node editor in all the selected surfaces with only one click without problems.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Fri Dec 30, 2016 10:48 pm
by BorisGoreta
Is it possible for TurbulenceFD emisisve volume to emit light but not to have influence on other objects ? When I turn Cast Illumination off the volume still lights up the environment.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Sat Dec 31, 2016 1:39 am
by BorisGoreta
It wouldn't hurt to have an offset for a TFD simulation. Since simulations often have some start state and then it takes some time to make something out of it first 50 to 100 frames are often not usable.

Also with an offset it would be possible to use the same TFD simulation in the scene many times ( with different offests ) like when having a torch fire simulation.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Sat Dec 31, 2016 10:41 am
by juanjgon
BorisGoreta wrote:Is it possible for TurbulenceFD emisisve volume to emit light but not to have influence on other objects ? When I turn Cast Illumination off the volume still lights up the environment.
It seems an Octane limitation. The Cast Illumination and Surface Brightness features don't work with the volume objects.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Sat Dec 31, 2016 10:43 am
by juanjgon
BorisGoreta wrote:It wouldn't hurt to have an offset for a TFD simulation. Since simulations often have some start state and then it takes some time to make something out of it first 50 to 100 frames are often not usable.

Also with an offset it would be possible to use the same TFD simulation in the scene many times ( with different offests ) like when having a torch fire simulation.
Yes, I suppose that it is possible. I'll check it. Now you have an option to offset the VDB file sequences, but it is not compatible with TFD.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Mon Jan 02, 2017 5:56 pm
by BorderLine
Hi Juan,
Happy new year to you and your Family !

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Mon Jan 02, 2017 10:28 pm
by juanjgon
Thanks! Happy New Year to everyone!

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Wed Jan 04, 2017 10:13 pm
by BorisGoreta
What is async image files saving ?

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.0.0

Posted: Wed Jan 04, 2017 11:06 pm
by juanjgon
BorisGoreta wrote:What is async image files saving ?
This is a non-blocking image file save feature. In theory, the plugin, if you are saving large files like high-resolution multilayer EXR images, should continue rendering the next frame while it is still saving the file.

Thanks,
-Juanjo