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Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Tue Jul 08, 2014 8:41 am
by BorisGoreta
Ah yes, I didn't rember that. Thanks !


EDIT: maybe you could add a notification line like zero are polygons detected so I don't bother you again next time, I will foget again for sure :)

juanjgon wrote:
BorisGoreta wrote:When scrubbing this scene in IPR it looks fine, all flowers get rendered but whit F10 rendering only 1 or 2 get rendered.
Boris, the problem with this scene is that in the first frames the simulation makes the flower object too small, perhaps with all vertex at the same 0,0,0 position. The plugin filter all this 0 area polygons because Octane crash with them, so you don't have a valid flower object to instance it.

You need to repeat the simulation and be sure that the flowers don't get too small, with 0 area polygons ... they can be small, but not like a null object.

-Juanjo

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Tue Jul 08, 2014 8:58 am
by juanjgon
BorisGoreta wrote:Hi, after loading "cylinder test.lws" scene and activating IPR fur color is brown as it should be but as soon as I start scrubbing the timeline it turns green.

I can change fiber thickness in this scene in realtime but as soon as I disable FX_MetaLink in Deform tab I cannot change the thickness anymore.

Left fur object is animated using Metalink driven by the base mesh with MDD.

Right fur object is directly driven by MDD sequence.


In "cylinder test MDD only" there is only fur object driven directly by MDD sequence. The problem here is that the fibers are not deforming but in the scene with the left fur object present it is deforming.


Somehow Metalink deformation setup allows for realtime fiber thickness change and realtime fur deformations


http://www.borisgoreta.com/octane/fur%2 ... 20test.rar
There was a bug in the update code that broke the polygonal mesh deformations update. It is fixed now for the next release.

-Juanjo

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Wed Jul 09, 2014 2:43 pm
by sigmamoon
Hello Juanjo

Thanks for the upgrad, but i have a request

the octane 2.02 plugin for 3dsMax give us the "NET GPU" information when we use the "OctaneRender Network"

Could we have this information too in the IPR render windows.

thanks

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Wed Jul 09, 2014 3:37 pm
by juanjgon
sigmamoon wrote:Hello Juanjo

Thanks for the upgrad, but i have a request

the octane 2.02 plugin for 3dsMax give us the "NET GPU" information when we use the "OctaneRender Network"

Could we have this information too in the IPR render windows.

thanks
What information? ... in the main render preview window you have some information about network activity.

-Juanjo

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Wed Jul 09, 2014 9:06 pm
by BorisGoreta
When disconnecting HDRI image from the Texture input of the Environment:DayLight node IPR does not reflect that, HDRI image still renders.

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Thu Jul 10, 2014 12:12 am
by geo_n
The octane 2.02 plugin for 3dsMax give us the "NET GPU" information when we use the "OctaneRender Network"
OT
sigmamoon,
How's the 3dmax development going for octane? I'm considering the plugin because my boss wants to test octane at work. But so many complaints in the 3dmax area. And there aren't any scenes to test for 3dmax to see performance of different features.

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Thu Jul 10, 2014 5:03 pm
by sigmamoon
juanjgon wrote:
sigmamoon wrote:Hello Juanjo

Thanks for the upgrad, but i have a request

the octane 2.02 plugin for 3dsMax give us the "NET GPU" information when we use the "OctaneRender Network"

Could we have this information too in the IPR render windows.

thanks
What information? ... in the main render preview window you have some information about network activity.

-Juanjo
This information "Net slaves" and "Net GPUs" are only in the Octane Preview windows

But Not in the IPR, very usefull too (if i do not make mistakes)

thanks for your reply

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Thu Jul 10, 2014 5:37 pm
by sigmamoon
geo_n wrote:
The octane 2.02 plugin for 3dsMax give us the "NET GPU" information when we use the "OctaneRender Network"
OT
sigmamoon,
How's the 3dmax development going for octane? I'm considering the plugin because my boss wants to test octane at work. But so many complaints in the 3dmax area. And there aren't any scenes to test for 3dmax to see performance of different features.

I m first a lightwaver, but in my compagny "pixel de lune" we got 3dsmax octane plugin and ligthwave too.
i m not an expert of 3dsmax but my co worker is very good and our discussion about the octane 3dsmax plugin is... not the best.

I really think Juanjo did a great job and sometimes it gives us many tools that did not exist in the original octanerender.
I was part of betatesters v1 octane and juanjo had already developed the motion blur, some tool projections, LWSM network rendering, and render region (if I do not make mistakes)
For the v2 we got the support of lightwave procedural. (i think it s pretty exclusiv)

And without criticiz Karba, the developer of 3dsmax plug, he got too much things to do, to make a stable job. And sometime in the forum he doesn t care about his customers.
In addition he did some amazing work like the video truck for the launch octanerender V2 and the fogs volumetric lights before. More of that he developped some instances plugs for 3dsmax and the vehicules riging (if i do not any more mistakes)

The only thing I regret is the global development of the Octane team.
We see that v2 is still a beta, it's not very logical, but I think today the economic pressure is too strong and i can understand.
The problem is, we are all in production with this fantastic tools now... we are in the same boat now :)
For me i m obligated to make production slowly and test before to start an another one. that s why i m only now in V2 tests.

for me and without being a super fanboy of newtek, I think the plug is in good hands with juanjo cause he read and try to do the best for our community. Simply cause the communication is good with him, and he works a lot...

but this is only my opinion

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Thu Jul 10, 2014 7:39 pm
by BorisGoreta
This object crashes LW when subdivided with Octane.

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Posted: Thu Jul 10, 2014 9:46 pm
by juanjgon
BorisGoreta wrote:This object crashes LW when subdivided with Octane.
Boris, this object has a lot of geometric issues that crash the Pixar OpenSubD code. If you enable the log, you can see that the object has problems to be subdivided by the Pixar libs like:

- A non-manifold edge incident to more than 2 faces was found
- An edge connecting two vertices was specified more than once. It's likely that an incident face was flipped
- The specified subdivmesh contains disconnected surface components.

It is true that Octane should not crash when the object has this kind of issues, and It should try to render the valid geometry. I will report this object to the Octane developers.

The workaround for this kind of problem is to try to use the Lightwave native subdivision surfaces, that are able to work with any kind of geometry, even with this kind of issues, without crash.

-Juanjo