OctaneRender™ 2.2 for LightWave™ BETA 1

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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juanjgon
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gordonrobb wrote:I think I get it. However, the bit that I'm not getting through is that before this version you could have as many UVs as you wanted in an object, they just weren't selectable, and could not have any points on more than one UV. I for example have a space ship object, that has around 20 UVs and it works fine.
Rob49152 wrote:Still not clear to me. So if I have a 1 layer model of a standard 6 sided cube (as opposed to the non-standard 8 sided cube :lol:) and each side has a separate texture name and UV map I can only have 3 UV maps? not the 6 needed?
if that is the case then I am staying with the current version because I have one model with 40 UV maps and 70 textures all on one layer.
atnreg wrote: But I don't understand the UVMap change completely. I understand if Octane can now use the first three UVMaps (of course names are definitely needed to be sure) but what happens if an object has more than 3 UVMaps? Will Octane crash, refuse to render...? The manual does not explain this, it only says "each object can have now up to 3 UV sets" so please clarify :)

I have a new test build that should have the old UV workflow problems fixed. Now the first UV map (the default one in the image texture node) store the first UV value available in the vertex (that can be in any place in the UV maps list). This is the behavior of the 2.1 version and older, so all your old scenes and models should work now without touch anything.

This change is full compatible with the current three UV maps sets available for rendering in Octane 2.2.

Please test it and let me know how it works. You only need to replace the plugin file. There are builds for LW 11.6 and 2015.1 x64
https://www.dropbox.com/s/9ncmbrgixl2vb ... x64.p?dl=0
https://www.dropbox.com/s/5nyvmjaiuuybx ... x64.p?dl=0



- Juanjo
CANDITO
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Hello Juanjo,

just a few words to thank you for this new build,
the layering system is a great improvement...
I had to recompute some coffe cups on a previously computed
coffe machine animation this morning, normally it would have been
really boring to recompute the frames (even with a limited region/make an alpha
etc...), now i just have to select the layers i want to render..and hit F10 :)
So a big thanks for that and for all you have done so far (but you already know that :)

Oliv
atnreg
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juanjgon wrote: I have a new test build that should have the old UV workflow problems fixed. Now the first UV map (the default one in the image texture node) store the first UV value available in the vertex (that can be in any place in the UV maps list). This is the behavior of the 2.1 version and older, so all your old scenes and models should work now without touch anything.

This change is full compatible with the current three UV maps sets available for rendering in Octane 2.2.

Please test it and let me know how it works. You only need to replace the plugin file. There are builds for LW 11.6 and 2015.1 x64
https://www.dropbox.com/s/9ncmbrgixl2vb ... x64.p?dl=0
https://www.dropbox.com/s/5nyvmjaiuuybx ... x64.p?dl=0
- Juanjo
Thanks for this but could you explain how the difference should be seen in practice?
I have had no problems with previous version so I don't know how to test the change :)
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juanjgon
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Octane 2.2 supports 3 UV maps at the same time in the vertices. You can select in the texture image node what UV map do you want to use to map your texture.

Octane 2.1 only supports 1 UV map, so the plugin was using the first UV value available in each vertex. With this behavior you could have more than 1 UV map in the object, but only the first one was used for mapping.

In Octane 2.2, the first UV map (the default one in the texture image node) has the UV values stored with the 2.1 version behavior (it store the first UV coordinate available in the vertex), so now the 2.2 plugin should render the old objects with the 2.1 behavior without problems.

-Juanjo
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BorisGoreta
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I think that if image sequences are used they crash Octane if you render negative frames.
atnreg
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juanjgon wrote:Octane 2.2 supports 3 UV maps at the same time in the vertices. You can select in the texture image node what UV map do you want to use to map your texture.

Octane 2.1 only supports 1 UV map, so the plugin was using the first UV value available in each vertex. With this behavior you could have more than 1 UV map in the object, but only the first one was used for mapping.

In Octane 2.2, the first UV map (the default one in the texture image node) has the UV values stored with the 2.1 version behavior (it store the first UV coordinate available in the vertex), so now the 2.2 plugin should render the old objects with the 2.1 behavior without problems.

-Juanjo
Yes I understand that but I mean difference between 2.2 and this test version :)
My old scenes (made with 2.1) work fine with 2.2 so I don't see any difference for this new test version so I cannot test its behaviour :)

Can you explain some simple case where the 2.2 and this test version behaves (or may behave) differently? To me they seem to work the same for UVmaps. Or maybe I just don't have such situation in my objects that would reveal the problem this test version fixes :)

Of course main thing is that I don't have any problems, I just wanted to comment on this test version as you made it after my and one other guy's questions :mrgreen:
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juanjgon
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You only have problems if your object has more than one UV map. If your object has a lot of UV maps, the first 2.2 beta release can't see them like the 2.1 release. For example an object with 10 UV maps was not supported at all by the first 2.2 release like it was supported in 2.1

-Juanjo
atnreg
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juanjgon wrote:You only have problems if your object has more than one UV map. If your object has a lot of UV maps, the first 2.2 beta release can't see them like the 2.1 release. For example an object with 10 UV maps was not supported at all by the first 2.2 release like it was supported in 2.1
-Juanjo
Ah ok, now I got it, thank you! :)
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Mastoy
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Hello Juanjgon,

The link for the standalone version in the first post ( http://render.otoy.com/rcdownloads/Octa ... _win64.exe ) points to an EXE file, that installs the standalone version.
In the previous versions, it was a zip file that contained the slave deamon to render via the network with nodes.
How do I set up my rendering network with the new beta ? Am I missing something ?
Thx for the help !
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juanjgon
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This is the link to the .zip archive:
http://render.otoy.com/rcdownloads/Octa ... _win64.zip

But I suppose that after install the Standalone from the .exe file you should have the same files in your Octane directory that you have in the .zip file.

-Juanjo
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