Page 4 of 14
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Wed Apr 09, 2014 5:01 pm
by juanjgon
Objects transformations (translation, rotation, scale, etc.) motion blur is going to be ready for the first release. Only the deformations motion blur is not ready yet.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Wed Apr 09, 2014 6:27 pm
by vipvip
ok, thanks for the info
It is more clear now.
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Thu Apr 10, 2014 12:37 am
by Rob49152
FrankPooleFloating wrote:Hmmmm.. I just realized something.. If displacement happens in the GPU, then we would not be able to instance things along a surface, if said surface is being displaced a significant distance from original - like that mountain range for example... Juanjo?
I thought this exact same thing when I saw the mountain range image. I think you could instance the objects on the surface of the single plane. Then offset the Y coordinates of the instances using a node using the same image that you used for the displacement. I've done something like this before but I can't remember the name of the node I used. It created the multi pin strategy table from the first X-Men movie.
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Thu Apr 10, 2014 7:39 am
by gordonrobb
Another thought, with this displacement, water would be fantastic - however only if we had better procedurals

Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Thu Apr 10, 2014 10:05 am
by UnCommonGrafx
I'm waiting on some clarification on the procedural issue. As it is right now, the way I understand it, we will have access to all of our old texturing regimes with the new methodology.
Someone correct me but the way it sounds to me is similar to the old trick of putting a blank image in the image editor and pre-painting it with textures and such at the image editor. This all without a render.
If this is the case, ifw2 and all lw textures come back into play for Octane.
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Thu Apr 10, 2014 10:10 am
by gristle
Yes, procedurals. How on earth fur and hair get priority over procedurals is beyond me. Maybe it's a symptom of being a LW user.
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Thu Apr 10, 2014 10:58 am
by vipvip
the procedural limit is due to the GPU calculation nature...
Few chances to get sophisticated one, like native lw textures or others, as other GPu renderers ( cycles, thea etc... ) have these same limits...
You can always bake them but it is not so handy, specialy for infinite and animated ones...
perhaps, with new future cuda versions, it will autorise to get much better procedurals , we can hope so...
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Mon Apr 14, 2014 1:03 pm
by johlanga
juanjgon wrote:Other example, with only one quad polygon, all working in real time
-Juanjo
Nice!!!, what type image are u using for the mountain juan?
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Tue Apr 15, 2014 11:25 am
by juanjgon
New 2.0 feature: native support for objects transformations motion blur, all working in real time in the IPR window.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 preview
Posted: Tue Apr 15, 2014 11:50 am
by vipvip
great !
hope the deformation MB will come soon...