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Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Fri Jan 16, 2015 3:09 pm
by juanjgon
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

) 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
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sun Jan 18, 2015 11:17 am
by CANDITO
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
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sun Jan 18, 2015 12:31 pm
by atnreg
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

Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sun Jan 18, 2015 5:41 pm
by juanjgon
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
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sun Jan 18, 2015 7:22 pm
by BorisGoreta
I think that if image sequences are used they crash Octane if you render negative frames.
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sun Jan 18, 2015 7:53 pm
by atnreg
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

Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Mon Jan 19, 2015 6:52 pm
by juanjgon
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
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Mon Jan 19, 2015 7:33 pm
by atnreg
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!

Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Tue Jan 20, 2015 4:09 pm
by Mastoy
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 !
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Tue Jan 20, 2015 4:13 pm
by juanjgon
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