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Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Thu Jun 12, 2014 9:35 pm
by abstrax
TheMightySpud wrote:Hi all,
Loving Octane 2.0 so far. juanjgon, you sir are a genius.
Trying to get my head around the network rendering side, which I think I have, but need an answer to a question.............
Is it possible to enter a new entry for 'Daemon Scan Subnet' (Basically changing the subnet which is being scanned)? Current the only entry is 192.168.0.0/24 and would like to be able to change this to something else. (The documentation for standalone shows a number of entries)
Also, and this is just a curiosity, what is the /24 part of that value? lol.
Thanks
TheMightySpud
The sub-nets you can see in the drop-down list, are those sub-nets that are provided by the various network adapters in your system. You can change to a different sub-net (or adapter if you will) by disabling network rendering and then choosing a different entry in the drop-down list.
The
/24
is the number of bits of the sub-net mask that are set to 1 (counting from left). So
/8
would mean
255.0.0.0
(basically a sub-net with more than 16.7 million possible IP addresses),
/16
would mean
255.255.0.0
(a sub-net with 65534 possible addresses) and
/24
means
255.255.255.0
(a sub-net with 254 possible addresses).
Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Fri Jun 13, 2014 12:10 am
by Tommes
juanjgon wrote:Tommes wrote:
Edit: After manually adding some entries it worked.
But: Is there support for network rendering in IPR?
Yes, the IPR also supports the network rendering ... there is some information about the network state in the Layout information text line. Perhaps I should add also some kind of information about the network rendering to the main IPR window.
-Juanjo
Yes, that might be a good idea

I would never ever looked at the Layout status bar thingy to see this kind of information

Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Fri Jun 13, 2014 9:18 am
by TheMightySpud
@abstrax, thanks for the reply and the explanation
I've got what I needed figured out, now to run some experiments
I shall report back (y'know, just in case anyone else is interested in increasing render power

)
TheMightySpud
Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Sun Jun 15, 2014 8:22 am
by gristle
Hi Juanjo,
Will a new version of the LW plugin be released now the Octane devs have fixed the issue with 2.0 that stopped it running on XP? I've upgraded and am itching to get it running!! (It does not at present...)
Cheers
Andrew.
Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Sun Jun 15, 2014 9:37 am
by juanjgon
gristle wrote:Hi Juanjo,
Will a new version of the LW plugin be released now the Octane devs have fixed the issue with 2.0 that stopped it running on XP? I've upgraded and am itching to get it running!! (It does not at present...)
Cheers
Andrew.
As soon as we get a new Octane API release with this problem fixed I can make a new build for you, but I don't have the new API yet.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Sun Jun 15, 2014 9:56 am
by gristle
All good
Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Mon Jun 16, 2014 4:45 am
by aw1
now we desperately need some way to convert lightwave materials/surfaces to work with octane plugin

Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Mon Jun 16, 2014 7:01 am
by gordonrobb
this has been discussed at length in the past, and I have to say I am in two minds about it.
Firstly, Octane's materials are so different, I really don't see how it could be done.
However, more importantly, why would you want it done. Lightwave's materials largely fake things. The specular/glossy settings are not real. Within one material you have the diffuse, the reflective (glossiness) and the see-through-ness.
It is a pain sometimes, but I have found it is more of an art to try to take a complex LW material, and make it an Octane one. However, invariably, the result is far superior to what LW native can do.
Posted: Mon Jun 16, 2014 7:07 am
by gordonrobb
Possibility of some Node Changes?
I just wanted to ask a question about nodes, just to see what is possible and what's not.
I find that it is really easy to get very complicated very quickly with octane surfaces, and am looking for a solution to that.
Firstly, is it possible to have the Material Nodes have a Texture option build in (as in standalone)? that way we could have a Glossy node that has a texture on Diffuse, Spec, Roughness, Bump/and or Displacement, but it is only one node in the tree. It wouldn't be useful in all situations (or example when you wanted to have a texture image being used by more than one material, but it would tidy things up.
Is it possible to have more of the adjustments possible for a texture, inside the texture node itself? Kind of a combination of texture, and colour correction?
Lastly, do you know a way of creating commonly used collections of nodes (for example a Material node with all of its texture input nodes already defined), but have them in the menu on the left, rather than having to go to load a saved node?
Any ideas/thoughts?
Re: OctaneRender™ for LightWave™ 2.0 - build 2.0.10
Posted: Mon Jun 16, 2014 7:15 am
by happymilk
Hi juan
I have a little issue with the 2.0.10 plugin.
I have two LW version: 11.0.3 and 11.6.2. Both at 64 bit.
For LW 11.0.3 I I have installed the LW10.1 Octane plugin (as I always done for the previsious release).
This time I see the strange color (all yellow) for the connection dot of the octane nodes: see the attachment).
Not a big problem. The use is ok. But odd.
I have cleaned the files, the LW menu and the plugin list before installation. Two times.
No problem with the LW11.6 Octane plugin in LW 11.6.2
Any idea?