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Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Sat Feb 06, 2016 7:23 am
by Notiusweb
OpenVDB
Now this Juanjo already showed me in Houdini, works exactly the same ;)
VDB.jpg

This was the flame exported as an ORBX. The imported ORBX into Standalone had Kernel 'Max Samples' = 99,999, it should have been 1,000.
Flame color in honor of the Constructicons...or Joker...
Flame color in honor of the Constructicons...or Joker...

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Sat Feb 06, 2016 10:08 am
by juanjgon
The key to use the blackbody emission node is play with the emission scale parameter. The blackbody emission node gets the color temperature from the emission volume data, so if in the simulation the emission voxels data have a range from 0..1, you must scale it by something like 4500 to get a nice fire temperature color. Also remember to disable the "normalize" option in the blackbody emission node. You can also play with the absorption and scattering parameters in the scattering node to get the smoke effect.

You can use any TFD or OpenVDB grid in any Octane volumetrics channel, in this case you can use the "burn" grid to drive the emission channel without problems.

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Sat Feb 06, 2016 10:13 am
by juanjgon
Notiusweb wrote: (2) It looked like my Kernel was set to 1,000 max samples (I believe is default), but the IPR appears to be rendering past 1,000, up to 99,999. Might I need to do something with another setting?
Notiusweb wrote: This was the flame exported as an ORBX. The imported ORBX into Standalone had Kernel 'Max Samples' = 99,999, it should have been 1,000.
By default the IPR is going to refine the image continuously, but if you want to stop the render after reach the kernel samples, you have an option in the plugin options panel to enable this feature. Also with this option enabled, you should get the right samples value exporting the .orbx file.

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Sat Feb 06, 2016 1:41 pm
by Notiusweb
Yep...I got 'served'...

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Sat Feb 06, 2016 9:44 pm
by FrankPooleFloating
I have just my 580's going for IPR, with a max of 100 samples or so, for setting up scenes (and this is my saved/default Render Target)... then I just bump max up and my 780Ti (display) jumps in for F9/F10s (because it's set to Use All GPUs for F9/F10). Probably save a chunk on electric bill, since setting up my scenes often takes hours.

Also, my saved default render target has got daylight set the way like it, but also a generic outdoor HDR and a studio/softboxes HDR with environment:texture nodes, that are there, but not plugged in. Speeds things up, when you want to get crackin' real quick on stuff.

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Mon Feb 08, 2016 9:17 am
by gordonrobb
Would love to see a quick 'set-up' tutorial for TFD, in terms of how to get it to look right (for both fire and smoke). I want to be able to render some rocket exhaust (blending from flame to smoke) and also just smoke. Can't really get my head round what I'm doing though :)

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Mon Feb 15, 2016 2:41 pm
by FrankPooleFloating
IPR goes black when you set a displacement to zero for Amount. Not a biggie, and no crash.. but shouldn't do this, right Juanjo?

Edit: F9 renders black too.. Nothing. No image. No alpha.

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Mon Feb 15, 2016 3:17 pm
by juanjgon
Yes, zero displacement amount is not allowed. I will fix the plugin to add a small amount of displacement if the user sets 0 or a negative number.

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Mon Feb 22, 2016 12:51 pm
by vpii
Is the beta over? I am having trouble activating.

Re: OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.4.0

Posted: Mon Feb 22, 2016 1:00 pm
by juanjgon
Nope, not as far I know. Perhaps there is a temporal issue with the servers.

-Juanjo