I'm having trouble getting TFD to render as intended. I want thicker smoke, more defintion.. More shade.
No matter how I set absorb/scatter I'm not getting the result I'm after. It looks like a thin wispy smoke as from a cigarette or a kettle of water.
I'm also struggling to get more details out of it. It looks like a bunch of orbs or something that make up a smokey volume rather than a fluid if you ask me.
No matter how high res the sim is, the render ends up just the same. Anyone experience this?
OctaneRender™ 3.0 for LightWave™ - Alpha build 3.00.6.0
Moderator: juanjgon
Yes, they are more closely to what I'm after. All though not perfect, I'm not getting anything like in the video below with Octane rendering the TFD volume.
Modo & LightWave 3D | Win 10 x64 | RTX 2080 Ti | Threadripper 2920x | 128GB
Everytime I load version 3.006 it causes octane to crash on activation. version 3.004 works fine. I am trying to use TFD. Unfortunately 1401 is no longer available so I tried to use version 1403 i get a version mismatch error.
Quadro K2000 2gb, quadro k600 1gb, quadro 600 1gb
I can send to you a plugin build compatible with TFD 1403 if you need it now, but it uses the alpha 6 Octane API. Your crash on activation is really weird ... are you sure that you are not mixing the new plugin with the old Octane.dll and Octane.dat files?tmclemons wrote:Everytime I load version 3.006 it causes octane to crash on activation. version 3.004 works fine. I am trying to use TFD. Unfortunately 1401 is no longer available so I tried to use version 1403 i get a version mismatch error.
-Juanjo
Hi there 
I'm back with my performance problem when using render passes.
After some testing it seems that the render passes problem only occurs when a surface in the scene is using an image as a clipmap (with the opacity input)
Example :

With this kind of setup, render starts normally, then slows down around 30% of the passes, and then slows more and more to eventually freeze.

I'm back with my performance problem when using render passes.
After some testing it seems that the render passes problem only occurs when a surface in the scene is using an image as a clipmap (with the opacity input)
Example :

With this kind of setup, render starts normally, then slows down around 30% of the passes, and then slows more and more to eventually freeze.
Is this the problem loading a scene from 2.2 to 3.0, and that can be fixed if you remove the old passes node and add it again? It is really a weird issue.Mastoy wrote: With this kind of setup, render starts normally, then slows down around 30% of the passes, and then slows more and more to eventually freeze.
-Juanjo
It is the same problem but I was wrong, replacing the render passes node doesn't fix it, I'm sorryjuanjgon wrote:Is this the problem loading a scene from 2.2 to 3.0, and that can be fixed if you remove the old passes node and add it again? It is really a weird issue.Mastoy wrote: With this kind of setup, render starts normally, then slows down around 30% of the passes, and then slows more and more to eventually freeze.
-Juanjo

I did some tests with different scenes and I didn't notice that the problem occured only when there was a clipmap in the scene.
I'm testing it right now (I can send you the scene if you want) and I think this is it : if I disconnect all the clipmaps in the surfaces, render is all fine.