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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Wed Jun 06, 2018 8:55 pm
by pryzm
@juanjgon

Yes, I deleted the Master Plugin. Still seems no go for the missing nodes. I don't need 2018 do I? (I'm on 2015.3)

thanks

bruce

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Wed Jun 06, 2018 9:19 pm
by juanjgon
pryzm wrote:@juanjgon

Yes, I deleted the Master Plugin. Still seems no go for the missing nodes. I don't need 2018 do I? (I'm on 2015.3)

thanks

bruce
Nope, all the plugin builds have a version for LW2015. Can you please check what plugin build you have installed in the "About" window? What nodes are missing?

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Mon Jun 11, 2018 2:15 pm
by scaphoide
Hi,
Impossible to install lightwave plugin 3.08.1.0.
Here's the message:
https://www.dropbox.com/s/f46b2r0ul9c7k ... n.jpg?dl=0
I update de visual C++ 2015 programme and my Nvidia Driver.
Did i forget sommething ?????

Charles

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Mon Jun 11, 2018 8:45 pm
by juanjgon
scaphoide wrote:Hi,
Impossible to install lightwave plugin 3.08.1.0.
Here's the message:
https://www.dropbox.com/s/f46b2r0ul9c7k ... n.jpg?dl=0
I update de visual C++ 2015 programme and my Nvidia Driver.
Did i forget sommething ?????
Hi,

These kinds of errors are always related to having older Octane.dll/.dat files installed on your system. How are you installing the plugin? Perhaps you have an old Octane.dll file in your LightWave/bin folder ... remember that now you don't need to copy any file to the LightWave/bin folder, all the Octane core files must be located at the same directory used by the Octane .p plugin file, like they are distributed in the .zip file.

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Tue Jun 12, 2018 8:46 am
by scaphoide
Thanks Juanjgon
The problem is resolved.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Tue Jun 12, 2018 8:22 pm
by roentgen
Hi,
A volumetric node may produce wrong result. I think this may be bug.

It looks like a 3DTexture being connected to Volumetric's absorption may get be something wrong or broken.
Once booted LW up, a texture image seems to be correct but saving the scene by 'S' or reloading the IPR then Volumetric-node goes wrong result.

3.08.1.0 with Lightwave2018.0.4 (windows10)
This reproduced in the stable version of the plugin with LW2014.0.4

Volumetrics of the plugin is the coolest feature for me.
Hope this help.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Tue Jun 12, 2018 10:23 pm
by juanjgon
Hmm, this setup for a volumetric shader makes no sense. The texture emission node "power" input is not texturable, especially using an LW noise node (that is not compatible with the Octane nodes), so this link to the turbulence node "alpha" output has an undefined, probably random behavior.

Thanks,
-juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Wed Jun 13, 2018 4:16 am
by gristle
Finally have 3.08.1.0 installed and Octane tries to authenticate my license every time I open LW.
There seems to be no offline option anymore under Licences Management. Licensing mode: Online.

Has offline been removed for a reason?

EDIT, ok seen this useful feature has been temporarily removed.

Cheers

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Wed Jun 13, 2018 4:18 pm
by roentgen
juanjgon wrote:Hmm, this setup for a volumetric shader makes no sense. The texture emission node "power" input is not texturable, especially using an LW noise node
Oh, this was completely suitable for me before saving the scene(since an absorption shall get incomming light darker).
How do I make volume emission texturable and be well-defined?

Thanks,

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0

Posted: Wed Jun 13, 2018 4:35 pm
by juanjgon
Using a texture for the emission grid?

Thanks,
-Juanjo