OctaneRender™ for LightWave™ build 1.13.1 released

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Moderator: juanjgon

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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

There is another feature in the standalone that I miss in the lightwave plugin.

With the standalone, I can save an image at any time as OpenEXR Tonemapped, OpenEXR untonemapped, PNG 8bpc or PNG 16bpc.

In the lightwave plugin I can only save jpg or tga from the IPR. Also, if I need a tonemapped and untonemapped render, I need to F9 render twice.

Is it possible to add this?
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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juanjgon
Octane Plugin Developer
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

funk wrote:There is another feature in the standalone that I miss in the lightwave plugin.

With the standalone, I can save an image at any time as OpenEXR Tonemapped, OpenEXR untonemapped, PNG 8bpc or PNG 16bpc.

In the lightwave plugin I can only save jpg or tga from the IPR. Also, if I need a tonemapped and untonemapped render, I need to F9 render twice.

Is it possible to add this?
I will think about this issue. Perhaps could be possible add a button to the IPR to enable/disable tone mapping.

-Juanjo
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funk
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Another bug report: Shift+clicking instances doesnt bring up the material editor. It probably has something to do with the fact that it isnt real geometry. Hopefully there is a workaround
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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juanjgon
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

funk wrote:Another bug report: Shift+clicking instances doesnt bring up the material editor. It probably has something to do with the fact that it isnt real geometry. Hopefully there is a workaround
Currently there is no workaround for this issue. Plugin use a custom ray casting code to pick the object's surfaces because neither Octane or LW APIs have surface picking, but this custom code is not compatible with instancing. Perhaps in the the future Octane could have it's own native surface picking to allow instancing surfaces picking.

-Juanjo
desarts
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Joined: Wed Apr 14, 2010 11:53 am

Probably small bug with UVMAP node.

When render engine is set to LW Native renderer and change parameter in UVMAP node lightwave crashes.

I know it sounds unlogic changing something in octane node when in LW mode. But not crashing would be better i think. :)

Anyway, again great release and fast work! I really love the material picker. 8-)
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juanjgon
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Joined: Tue Jan 19, 2010 12:01 pm
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desarts wrote:Probably small bug with UVMAP node.

When render engine is set to LW Native renderer and change parameter in UVMAP node lightwave crashes.

I know it sounds unlogic changing something in octane node when in LW mode. But not crashing would be better i think. :)

Anyway, again great release and fast work! I really love the material picker. 8-)
Thanks, I will test it to see if I can avoid the crash.

-Juanjo
desarts
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Another issue.

Follow steps to test:
- New Scene
- Enable Octane
- Add new sphere
- Add difuse material with Turbulence texture
- Open IPR
- Move Sphere.

The texture is static in world space. So it glides over the sphere surface. I dono if this is bug or it can be disabled? I didn't have this in previous version.

Thx for looking at this. :)
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juanjgon
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Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

desarts wrote:Another issue.

Follow steps to test:
- New Scene
- Enable Octane
- Add new sphere
- Add difuse material with Turbulence texture
- Open IPR
- Move Sphere.

The texture is static in world space. So it glides over the sphere surface. I dono if this is bug or it can be disabled? I didn't have this in previous version.

Thx for looking at this. :)
Octane procedurals always work in world space, so if you move the sphere texture is going to slide over the object's surface. There is no Octane version with local space procedural textures.

But it is easy to make a node tree setup to fix a texture to the object using the object info node. You have a sample scene in the plugin .zip file.

-Juanjo
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image000103.jpg
desarts
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Ok, Thx! :)
Sorry for the trouble. It has been always like this.
desarts
Licensed Customer
Posts: 13
Joined: Wed Apr 14, 2010 11:53 am

Question:

I like to create an texture offset based on Item ID.

I managed to do this with Procedural Textures. I also tried with Image textures but that didn't work.
Do you know any kind of setup to do this with image textures?

See attached images below for node setup.

It could be very usefull to do lots of objects with the same material. This break repetition in the textures. I think of tiles on the ground. In this case wooden panels. Etc.
Hopefully there is a solution to this. :)
Attachments
This is the node setup with procedural texture and offset based on Item ID.
This is the node setup with procedural texture and offset based on Item ID.
This is the result with procedural texture and offset based on Item ID.
This is the result with procedural texture and offset based on Item ID.
This is the node setup with image texture and offset based on Item ID.
This is the node setup with image texture and offset based on Item ID.
This is the result with image texture en offset based on Item ID.
This is the result with image texture en offset based on Item ID.
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