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Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Thu Jul 10, 2014 10:07 pm
by BorisGoreta
This is the model I got from the architects. It is a mess I guess.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sun Jul 13, 2014 7:24 am
by geo_n
sigmamoon wrote:geo_n wrote:
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.
That was my assesment, too. I asked for sample scene for 3dmax octane but nothing.
Juanjo is very good in communicating to lw users. He has good pr skills not just development skills.
Newtek should learn from this kind of communication instead of being completely silent. Even saying its not supported yet or will not be because of x reason is better than complete silence.
I've not recommended the 3dmax plugin to my boss. Maybe when the 3dmax plugin improves someday I will.
Thanks!
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sun Jul 13, 2014 8:14 am
by vipvip
i totally agree, we have a great luck with such a developer
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Mon Jul 14, 2014 6:19 pm
by MrFurious
having trouble finding the changelog for the latest version of standalone 2.02 can someone please point me in the right direction and also will the plugin need to be updated as well or can we use the plugin build 2.2.0 with standalone 2.02?
Interactive BUG !!!
Posted: Mon Jul 14, 2014 6:34 pm
by BorisGoreta
I have finally managed to document this bug. It is present in almost all of my scenes. It is not noticable as soon as you start to work on the scene when the scene is still simple, but very soon the bug kicks in and stays.
The problem is with changing any value inside node editor on Octane surfaces. It becomes slow and not interactive. You slide the value for a second, then it stops for a second, then it continues for a second and so on.
Here is a video which documents what to do with the attached content to see this bug:
http://www.borisgoreta.com/octane/Deskt ... .05.29.mp4
The "slow" scene is the scene in which all interactions with Octane surfaces are slow.
The "fast" scene is the scene in which interactions with Octane surfaces are fast.
Interesting fact is this: the only difference between those two scenes is that in the fast scene all other layers from object were deleted. In both scenes there is only one object layer, the road. But in the fast scene all other layers are deleted from the object ( even though they are not loaded in the "slow" scene ). This is quite strange but there it is.
In the middle of those two scenes in the vide I also do something with the "slow" scene. In the images directory I replace all images with super small variants of them. Then I reload the scene and interacion is much faster ( but not as fast as in the "fast" scene )
All images are white for better compression only.
So there it is, I hope Juanjo will be able to fix this bug becase all of my arch viz scenes are non interactive in this way.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Mon Jul 14, 2014 8:42 pm
by juanjgon
Thank Boris, I will test this problem ASAP.
-Juanjo
Re: Interactive BUG !!!
Posted: Tue Jul 15, 2014 9:39 am
by juanjgon
BorisGoreta wrote:I have finally managed to document this bug. It is present in almost all of my scenes. It is not noticable as soon as you start to work on the scene when the scene is still simple, but very soon the bug kicks in and stays.
So there it is, I hope Juanjo will be able to fix this bug becase all of my arch viz scenes are non interactive in this way.
Boris, please, can you test this new build? ... you only need to replace the .p file. You should see version 2.2.1 in the "about" window.
http://render.otoy.com/customerdownload ... 2.0_11_6.p
The problem is in the update materials functions. Currently the plugin updates all the materials in the object when you change something ... this is slow in objects with a lot of materials, and even worse if the materials have a lot of image maps that Octane needs to read and update.
This new build has a new code to update the materials that should be a lot faster, but it has a lot of deep changes in the plugin update functions, so it could have hidden bugs or problems. Please test it with your complex scenes and let me know how it works, and if you have any kind of problem or side effect.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Tue Jul 15, 2014 10:50 am
by sigmamoon
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
Just to show you my request
look at the IPR informations over the network options activated
and see the Lightwave "octane preview IPR" informations versus "octane preview windows"
could we have net the same informations inside the IPR windows preview too (to know if our licences are really efficient when the network options are activated)
Thanks
3dsMax IPR informations

- 3dsMax IPR informations
Windows render, NET gpu ON

- Windows render, NET gpu ON
IPR NET gpu OFF

- IPR NET gpu OFF
IPR NET gpu ON
ONLY the Ms/Sec tell us the Net gpu is activated but we don t know how many nodes and how many GPU are activated (if i dont make mistakes)

- IPR NET gpu ON
Re: Interactive BUG !!!
Posted: Tue Jul 15, 2014 11:01 am
by BorisGoreta
This fix works quite well on the "slow" scene I posted earlier, it is almost as fast as the "fast" scene variant.
However "slow" scene is the stripped down version of the original scene I am working on which still works slow, maybe there is 20% improvement. So I would like to send you the original scene for you to try to improve this even further. I will send it to your private e-mail.
Thanks for your work on this.
juanjgon wrote:BorisGoreta wrote:I have finally managed to document this bug. It is present in almost all of my scenes. It is not noticable as soon as you start to work on the scene when the scene is still simple, but very soon the bug kicks in and stays.
So there it is, I hope Juanjo will be able to fix this bug becase all of my arch viz scenes are non interactive in this way.
Boris, please, can you test this new build? ... you only need to replace the .p file. You should see version 2.2.1 in the "about" window.
http://render.otoy.com/customerdownload ... 2.0_11_6.p
The problem is in the update materials functions. Currently the plugin updates all the materials in the object when you change something ... this is slow in objects with a lot of materials, and even worse if the materials have a lot of image maps that Octane needs to read and update.
This new build has a new code to update the materials that should be a lot faster, but it has a lot of deep changes in the plugin update functions, so it could have hidden bugs or problems. Please test it with your complex scenes and let me know how it works, and if you have any kind of problem or side effect.
-Juanjo
Re: Interactive BUG !!!
Posted: Tue Jul 15, 2014 11:23 am
by juanjgon
BorisGoreta wrote:This fix works quite well on the "slow" scene I posted earlier, it is almost as fast as the "fast" scene variant.
However "slow" scene is the stripped down version of the original scene I am working on which still works slow, maybe there is 20% improvement. So I would like to send you the original scene for you to try to improve this even further. I will send it to your private e-mail.
Thanks for your work on this.
Boris, in your full scene the problem could be that Octane itself needs a lot of time to update the scene after the change. This problem is going to be beyond the plugin code, but anyway send to me the scene to test it here.
One test you can make is to export the scene from the IPR to the Standalone to see if there you have also a slow response.
-Juanjo