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Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Wed May 01, 2013 10:20 am
by funk
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?
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Wed May 01, 2013 10:37 am
by juanjgon
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
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Wed May 01, 2013 6:51 pm
by funk
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
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Wed May 01, 2013 9:47 pm
by juanjgon
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
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Thu May 02, 2013 8:00 am
by desarts
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.

Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Thu May 02, 2013 8:13 am
by juanjgon
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.

Thanks, I will test it to see if I can avoid the crash.
-Juanjo
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Thu May 02, 2013 8:18 am
by desarts
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.

Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Thu May 02, 2013 8:26 am
by juanjgon
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
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Thu May 02, 2013 8:28 am
by desarts
Ok, Thx!

Sorry for the trouble. It has been always like this.
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Thu May 02, 2013 9:06 am
by desarts
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.
