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Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 10:50 am
by juanjgon
Perhaps I could try to add a new option to update only the texture maps, or only the materials of one object. Can you please send to me the scene with this problem to test it here?
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 11:04 am
by Lewis
Hi!
Can someone test this:
1. Load any scene
2. Add octane Daylight environment
3. Add HDRI texture into Texture input of Daylight
4. Start IPR and Tweak as desired (rotate) all works fine as it should be
5. Disconnect HDRI from Daylight
6. IPR doens't refresh (still sees HDRI) ??
Needs Reload to update properly ?
Is that BUG or I'm missing some checkmark/button ?
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 11:08 am
by juanjgon
Lewis, this is a bug. It is fixed now for the next release
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 11:11 am
by Lewis
juanjgon wrote:Lewis, this is a bug. It is fixed now for the next release
-Juanjo
Thanks Juan, such great and fast support, I salute you

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Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 5:36 pm
by FrankPooleFloating

Can we not plug Multiply Texture or Mix Texture into Octane Displacement > Texture?... wtf? I could have sworn I had done this before to hit LW procedurals with b/w alpha... Did this become broken?
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 5:39 pm
by juanjgon
Displacement only works with the texture image node over a mesh with an UV map. No other Octane nodes can be used for displacement, I think that because any texture operation at this level can make the renderer really slow.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 5:44 pm
by FrankPooleFloating
Are Multiply and Mix not
texture image nodes (the result image of two input images)?

And I have UV always.
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Tue Mar 10, 2015 5:52 pm
by BorisGoreta
That is the trick, there must be no calculations involved so there is no result, to speed things up. Texture image node with a texture in it is all you can plug into displacement.
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Wed Mar 11, 2015 9:20 pm
by atnreg
FrankPooleFloating wrote:
Can we not plug Multiply Texture or Mix Texture into Octane Displacement > Texture?... wtf? I could have sworn I had done this before to hit LW procedurals with b/w alpha... Did this become broken?
You need to use Octane Texture Image node but you can connect LW procedurals (Procedural input) to it so that way you can use LW procedurals to control Octane displacement

And those texture image nodes you can of course connect to Multiply, Mix and other texture nodes.
And using Mirror Tile checkbox the image textures generated on the fly from LW procedurals will not have visible edges (unless the procedural is very strong).
Re: OctaneRender™ 2.2 for LightWave™ BETA 2
Posted: Thu Mar 12, 2015 3:19 am
by BorisGoreta
Octane crashes if there are cyrillic letters in the name of the surface.