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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Tue Feb 02, 2016 2:27 pm
by juanjgon
Are you sure that you are using the last 1401 TFD version? You must use this version of the TFD plugin to support the Octane side.
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Tue Feb 02, 2016 3:56 pm
by CANDITO
Yes, i downloaded it this morning,
i will give a try and reinstall it...
Thanks
Olivier
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Thu Feb 04, 2016 6:19 pm
by Notiusweb
Hello, Juan I need your help again. (You gave great help with Houdini

, and I have Lightwave w/TFD 1401 now also...)
I am having trouble finding the Octane Volumetrics node for TFD setup. Without going into it, I'm new to Lightwave and I feel like I am hooking up a home theater system and I don't know what is supposed to plug into what.
Can you provide a screenshot of a sample TFD node layout? Thanks!
This is mine, I know it's wrong.
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Thu Feb 04, 2016 6:27 pm
by juanjgon
To add a volumetric object in the LightWave plugin you must add to a object the "Octane_volumetrics" custom object plugin. Inside this plugin panel, you have a button to open the "Volumetrics node editor". Inside this editor you have a "Medium" input to link the volume material.
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Thu Feb 04, 2016 7:03 pm
by FrankPooleFloating
Hey!.. there he is! Welcome to LW!
You are definitely going to want to plug some other crap into your Render Target.. like ThinLens Camera, Imager (make sure you are set to full linear workspace in options -- type o and select CS tab, change everything to linear), and most important, Kernel.
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Fri Feb 05, 2016 11:35 pm
by Notiusweb
And...

- Where were you yesterday!!!! F&%$!
Thanks Juanjo! Again, sorry about being a PIA, but it really helps to see!
And,
For all the dummies like me:
Q - Where is the Octane_Volumetrics Node?
A - It's no where! But, hit "p" on the keyboard and 'Object Properties' will magically appear, then under 'Geometry' click the dropdown which allows you to add custom objects, and add (1) Fluid Container, and (2) Octane Volumetrics
Then, in that same Geometry Tab, doubleclick on "LWOctane Volumetrics" Options (which you added when you add 'Octane_Volumetrics), this brings up a new Octane_Volumetrics Window. Click on TFD, set your Cache path, which should match the Cache path set in the Turbulence FD 'Containers' option (says "Cache Directory"), and you can mod the general properties of the density and temp in the Octane_Volumetrics Window. Then, in this same Octane_Volumetrics Window, there is an option called 'Volumetrics Node Editor'. Click on this to open up a node editor which will have 'Octane Volumetrics', which has the option to set scatter, absorption, and black body (MEDIUM > OCTANE SCATTERING MEDIUM > OCTANE BLACKBODY EMISSION.) If you click on these then you set the parameters like in the standalone.
Confused? Great!
Post by FrankPooleFloating » Thu Feb 04, 2016 7:03 pm
Hey!.. there he is! Welcome to LW!
You are definitely going to want to plug some other crap into your Render Target.. like ThinLens Camera, Imager (make sure you are set to full linear workspace in options -- type o and select CS tab, change everything to linear), and most important, Kernel.
Thanks! I don't know yet what the Linear thing is, but I did like you said !

I'm imagining it will have made workflow better.
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Sat Feb 06, 2016 12:12 am
by Notiusweb
Oh yeah, almost forgot...
In TFD, don't you dare put your cache in a "C" drive folder that needs administrator access, unless you run program as administrator.
You will, like me, run simulations on TFD and see it doing its thing, and then find nothing in your cache folder, then you will in a state of fury be like,
"Where the f--- is the Cache?
Where the F--- is the CAAAAAACHE!!!!!
Thank you
PS - Oh yeah again, I think you can set a new cache directory each time if you would rather not override the previous cache contents, thereby not having to run a simulation over and over again for a specific scene.
F$%^!!!
Thank you
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Sat Feb 06, 2016 1:32 am
by FrankPooleFloating
*colorspace... did not mean workspace.. you figured it out though. Do bone up on Linear Color Space Workflow. You would even want to do that if you were still in standalone land.
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Sat Feb 06, 2016 6:19 am
by Notiusweb
Hi again Juanjo,
I know I am close to using up my 100-question allotment, but here goes:
(1) I ran flamethrower example in TFD and was only able to achieve IPR lighting using Texture Emission, whereas BlackBody never displayed anything no matter what numbers I threw in to the emission.
In this case the TFD container did not have a cache 'Temperature', but rather a 'Burn', which when selected produced the lit image in Texture Emission. Is Black Body not able produce lighting for an image unless it has a "Temperature" unit cache?

- Texture Emission

- Black Body with a Temperature-less Volume... Nada :)
(2) It looked like my Kernel was set to 1,000 max samples (I believe is default), but the IPR appears to be rendering past 1,000, up to 99,999. Might I need to do something with another setting?

- Kernal max sample 1,000 / IPR went to 99,999
Thank you!
Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0
Posted: Sat Feb 06, 2016 6:26 am
by BorisGoreta
I think that black body works only with temperature cache as Juanjo said somewhere, but team is working on a gradients for container data so you can color it as you wish meaning you could even use textured emission with a gradient to color it similar to black body or anything else.
And there was some talk that you might need to scale container values enormously for black body do render correctly.
Nice violet flame you got there.