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Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Tue Oct 07, 2014 5:51 pm
by juanjgon
Folks, I am working in the next beta plugin, version 2.11, and I hope to release it along this week. It has some changes in the passes workflow and some new nice features
I also want to release the OSX version of this beta as soon as possible.
-Juanjo
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Tue Oct 07, 2014 6:03 pm
by BorisGoreta
I can't wait, I have a couple of things I would like to see in this build, fingers crossed
Do you have any idea why my network settings don't get saved ? When I reload LW it is always off.
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Tue Oct 07, 2014 8:34 pm
by juanjgon
The new build doesn't share the Octane preferences with the Standalone anymore. Perhaps this could fix your problem.
-Juanjo
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Wed Oct 08, 2014 5:28 am
by vipvip
I was wondering if a massive automatic "T-Layer" texture conversion was something possible: because when importing some models, like poser ones, which contain a lot of bitmap textures, it would be a great gain of time.
Some time ago, i was asking to you if it was possible to extend the octane-native motion-blur lenght ( more MB for values >100% in camera panel ), do you have any news about that ?
Thanks
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Wed Oct 08, 2014 7:43 am
by geo_n
atnreg wrote:geo_n wrote:
Zdepth for example can give you realism that eliminate that cg look of everything in camera looks so sharp.
The other channels can be individually enhanced to get that look.
In modern compositing workflow render passes workflow are a must.
For example material/object id can be used to isolate or tweak specific objects without having to re render again. Or having to render out different masks which is a waste of time to do when you can get them in your first render pass.
Thank you!
So if I don't do compositing, I don't need render passes, right?

If you do color changes, texture changes, etc its extremely helpful. If you watched the car tutorial he was able to change the car color in seconds in pshop rather than tweaking and re rendering in lw which could take some time depending on hiw comolex the scene is. If it was an animation thats 3000 frames the time saved is huge especially if a client asked to do 10 colors of the car. You dont have to render 30000 frames in lw. Just use the object or material id to isolate the car body and change it in pshop, ae, nuke, etc.
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Wed Oct 08, 2014 7:44 am
by atnreg
Juanjo, that sounds great, will be waiting for the new update
But could you do these (hopefully) small changes to it (or if these are not simple, then later):
-make displacement node to support Octane Projection, now it always needs the UVMap node which according to manual is not recommended as the Projection nodes are faster. The UVMap node works fine but of course as the Projection node does not work with displacement, I cannot compare the speed. Actually I like the way the UVMap node works as it applies to everything so if you think the speed difference (or other features) are not that significant, I am happy with UVMap node. But having option to use either would be great

-increase the accuracy of displacement amount and shift, I mean now if I put 0.00001 it changes to 0. This is very important especially for thickness trick (which by the way really works, thank you!) and for accurate displacements as well. Elsewhere it is possible to use smaller values than that so it is not LW limitation. Maybe those values could be unlimited i.e. only limited by LW accuracy
Also the 99% rendering problem still continues, it is not fatal as you can save the rendered image even then (it has not crashed with this latest beta) but it would be nice to be sure it reaches the end even if left alone for a longer time. This of course may be more complicated thing so this is just reminder for later updates
I have to say Octane keeps amazing me daily still after many weeks of using :O
Thank you VERY much!
Antti
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Wed Oct 08, 2014 7:53 am
by atnreg
geo_n wrote:atnreg wrote:
Thank you!
So if I don't do compositing, I don't need render passes, right?

If you do color changes, texture changes, etc its extremely helpful. If you watched the car tutorial he was able to change the car color in seconds in pshop rather than tweaking and re rendering in lw which could take some time depending on hiw comolex the scene is. If it was an animation thats 3000 frames the time saved is huge especially if a client asked to do 10 colors of the car. You dont have to render 30000 frames in lw. Just use the object or material id to isolate the car body and change it in pshop, ae, nuke, etc.
Ok so it is for animation and compositing. I understand in those it is really great but I usually don't do either
But for all-LW still images it does not give much benefit especially with Octane which is almost realtime
Thank you very much for your explanation, now I (think I) understand the render pass idea!
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Wed Oct 08, 2014 8:19 am
by juanjgon
vipvip wrote:I was wondering if a massive automatic "T-Layer" texture conversion was something possible: because when importing some models, like poser ones, which contain a lot of bitmap textures, it would be a great gain of time.
Some time ago, i was asking to you if it was possible to extend the octane-native motion-blur lenght ( more MB for values >100% in camera panel ), do you have any news about that ?
Thanks
I will try to work in the MB >100% feature, but currently I am not sure if it could be possible inside LW (perhaps for transformations, but deformations can't have this feature for sure)
-Juanjo
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Wed Oct 08, 2014 8:36 am
by juanjgon
atnreg wrote:
-make displacement node to support Octane Projection, now it always needs the UVMap node which according to manual is not recommended as the Projection nodes are faster. The UVMap node works fine but of course as the Projection node does not work with displacement, I cannot compare the speed. Actually I like the way the UVMap node works as it applies to everything so if you think the speed difference (or other features) are not that significant, I am happy with UVMap node. But having option to use either would be great

-increase the accuracy of displacement amount and shift, I mean now if I put 0.00001 it changes to 0. This is very important especially for thickness trick (which by the way really works, thank you!) and for accurate displacements as well. Elsewhere it is possible to use smaller values than that so it is not LW limitation. Maybe those values could be unlimited i.e. only limited by LW accuracy
Also the 99% rendering problem still continues, it is not fatal as you can save the rendered image even then (it has not crashed with this latest beta) but it would be nice to be sure it reaches the end even if left alone for a longer time. This of course may be more complicated thing so this is just reminder for later updates
Currently Octane doesn't support the Projection node in the displacement feature. This is something that Octane developers should add to Octane to support it in the plugins.
About the accuracy problem, the internal variable is double procession, but LW only shows the number as single precision in the widget. I think that if you enter 0.00001 in the parameter, the plugin variable is going to hold this value, but I am not sure if the Octane single precision displacement amount parameter is going to support it. In the Standalone you only have four precision digits for the floating parameters.
Please, check the 99% issue in the next build. I am going to change some things to try to fix it.
-Juanjo
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Wed Oct 08, 2014 12:18 pm
by vipvip
juanjgon wrote:vipvip wrote:I was wondering if a massive automatic "T-Layer" texture conversion was something possible: because when importing some models, like poser ones, which contain a lot of bitmap textures, it would be a great gain of time.
Some time ago, i was asking to you if it was possible to extend the octane-native motion-blur lenght ( more MB for values >100% in camera panel ), do you have any news about that ?
Thanks
I will try to work in the MB >100% feature, but currently I am not sure if it could be possible inside LW (perhaps for transformations, but deformations can't have this feature for sure)
-Juanjo
thanks a lot, even only transformations would be great !