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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Thu Dec 17, 2015 8:47 pm
by haze
To those having some problems with volume rendering - there is an issue in OR3 alpha 1 that causes it to use 3x as much memory during volume import. In some cases the Dragon VDB would work, but it would use an enormous amount of memory (effectively duplicating the volume 3 times). On my dev machine with 16GB mem I couldn't load it. This has been fixed and will be released with alpha 2. Thank you for your patience

Edit: I've been informed this is likely not the issue, we are investigating.

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Thu Dec 17, 2015 9:18 pm
by BorisGoreta
It would be nice if there would be some shortcuts to the volume node editor since currently it is quite tedious to get to it using LW interface.

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 4:16 am
by BorisGoreta
Juanjo, abstrax says that all objects don't need to be recompiled when adding additional models.
I find this really time consuming when working with bigger scenes.

viewtopic.php?f=33&t=51681&p=259215#p259215

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 9:25 am
by vipvip
I've tried the plugin with some of my old scenes and with the new volumetrics one, and i'm very pleased to see the plugin is working very well : no crashes on my side after 3 hours testing...
nice perspectives with these new features...
Waiting a lot the TFD rendering ability !
Thanks for your work, excellent, as usual...

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 10:34 am
by svenart
I really would like to test this, but I heard that limited rendering is not working in this version and I need it for the work very much. So, is there a way to choose wich version I want to work/render with?

Also, is there any information about texture baking if/when it will come?

thanks

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 10:46 am
by juanjgon
The best worflow to work with Octane 2.2 and Octane 3.0 in the same workstation is to have two LightWave installs, redirecting the config files of one of them to a custom folder to avoid problems.

AFAIK texture backing will be available in the next Octane build ;)

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 10:51 am
by juanjgon
The OSX build is available now ;)
https://render.otoy.com/customerdownloa ... .0_OSX.zip

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 12:01 pm
by FrankPooleFloating
:? Juanjo, the only way I can get volumetrics to use my own meshes, is to copy/paste from LWOctane Volumetrics Options of one of the samples (dragon etc)... If I try to add volumetrics to a mesh, I get a box that appears on top of mesh, with no ability to change in node editor.

Also, will volumetric meshes always need to be tripled?

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 12:07 pm
by juanjgon
FrankPooleFloating wrote::? Juanjo, the only way I can get volumetrics to use my own meshes, is to copy/paste from LWOctane Volumetrics Options of one of the samples (dragon etc)... If I try to add volumetrics to a mesh, I get a box that appears on top of mesh, with no ability to change in node editor.

Also, will volumetric meshes always need to be tripled?
Yes, the problem can be that the volumetric mesh shape must be a tripled closed surface. Only triangles are supported.

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.0.0

Posted: Fri Dec 18, 2015 12:10 pm
by FrankPooleFloating
...but you can't add volumetrics to any mesh, even the dragon if you bring it back in... From what I can tell, it can only be pasted onto mesh...