Page 7 of 8
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Mon May 06, 2013 11:35 pm
by funk
juanjgon wrote:
Anyway this is something really hard to fix because I have some problems with LW SDK and the plug/unplug node events.
-Juanjo
I'd consider this a minor bug anyway
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Mon May 06, 2013 11:46 pm
by funk
There is another bug which I'd consider much more serious. You run into it when using the "Switch to LW" and "Switch to Octane" buttons.
It works something like this:
1. Set up some nodes in your render target
2. Press switch to LW (it saves a LWOctane.rt file of your nodes in the .Newtek user folder)
3. Press switch to octane (now it reads LWOctane.rt). So far so good.
4. Make changes to your render target
5. Press switch to octane
Woops it overwrites all your changes with the previously saved LWOctane.rt
If you are already switched to octane render, the "switch to octane" button should do nothing.
If you are in a new scene and accidently use "switch to octane", it loads the previous scenes render target nodes.
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Mon May 06, 2013 11:51 pm
by juanjgon
funk wrote:There is another bug which I'd consider much more serious. You run into it when using the "Switch to LW" and "Switch to Octane" buttons.
It works something like this:
1. Set up some nodes in your render target
2. Press switch to LW (it saves a LWOctane.rt file of your nodes in the .Newtek user folder)
3. Press switch to octane (now it reads LWOctane.rt). So far so good.
4. Make changes to your render target
5. Press switch to octane
Woops it overwrites all your changes with the previously saved LWOctane.rt
If you are already switched to octane render, the "switch to octane" button should do nothing.
If you are in a new scene and accidently use "switch to octane", it loads the previous scenes render target nodes.
Yes, you are right. Plugin must ignore the "Switch to Octane" function if you are already inside Octane. I will fix this issue for the next release. Thanks.
-Juanjo
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Mon May 06, 2013 11:52 pm
by funk
Another similar bug to the one I posted above.
1. Edit your render target nodes and press "switch to LW"
2. Press Open IPR. At this point the plugin switches to octane automatically, but doesnt reload the correct nodes (instead it uses your DEFAULT saved nodes if you created one)
3. Start editing the render target nodes.
4. Press "switch to octane". Now all your changes are overwritten
I think to fix this, the "Open IPR" needs to also load LWOctane.rt when switching to octane
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Tue May 07, 2013 7:49 pm
by juanjgon
funk wrote:Another similar bug to the one I posted above.
1. Edit your render target nodes and press "switch to LW"
2. Press Open IPR. At this point the plugin switches to octane automatically, but doesnt reload the correct nodes (instead it uses your DEFAULT saved nodes if you created one)
3. Start editing the render target nodes.
4. Press "switch to octane". Now all your changes are overwritten
I think to fix this, the "Open IPR" needs to also load LWOctane.rt when switching to octane
This is something a bit dangerous. In theory "Open IPR" has a function added some weeks ago to enable the plugin if it is not enabled, to avoid use first the "Enable Plugin" button. How I can know when user want to enable the plugin with default render target and when user want enable the plugin with stored render target from "Switch to LW" button?
Perhaps the best solution to avoid problems is to restore the initial workflow, when "Open IPR" didn't work if plugin was not enabled.
-Juanjo
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Tue May 07, 2013 9:40 pm
by funk
juanjgon wrote:
This is something a bit dangerous. In theory "Open IPR" has a function added some weeks ago to enable the plugin if it is not enabled, to avoid use first the "Enable Plugin" button. How I can know when user want to enable the plugin with default render target and when user want enable the plugin with stored render target from "Switch to LW" button?
Perhaps the best solution to avoid problems is to restore the initial workflow, when "Open IPR" didn't work if plugin was not enabled.
-Juanjo
I understand, but the current method is just as dangerous. If you are in LW mode then press Open IPR it overwrites your render target. I have already done this a couple of times and need to keep reminding myself to press "switch to octane" first.
Maybe the only way to avoid this problem is to prevent "Open IPR" from working unless you are in octane render.
On that note, is it possible to grey out buttons that cant be used instead of popping up "Error: Octane plugin is not enabled"?
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Tue May 07, 2013 11:19 pm
by juanjgon
funk wrote:
I understand, but the current method is just as dangerous. If you are in LW mode then press Open IPR it overwrites your render target. I have already done this a couple of times and need to keep reminding myself to press "switch to octane" first.
Maybe the only way to avoid this problem is to prevent "Open IPR" from working unless you are in octane render.
On that note, is it possible to grey out buttons that cant be used instead of popping up "Error: Octane plugin is not enabled"?
I am not sure if it is possible to gray the plugin commands ... I think that I am going to disable the plugin activation function inside the "Open IPR" button to avoid problems. IPR is going to work only if you have the Octane render enabled.
-Juanjo
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Wed May 08, 2013 10:00 am
by UnCommonGrafx
This sounds like what caused me to think my environments weren't being saved with the scene, it seems.
Maybe Jarno can offer an idea on greying out the buttons...
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Sat May 11, 2013 4:14 am
by funk
Bug report:
The texture image node displays a corrupted thumbnail for exr files
Re: OctaneRender™ for LightWave™ build 1.13.1 released
Posted: Sat May 11, 2013 8:34 am
by juanjgon
funk wrote:Bug report:
The texture image node displays a corrupted thumbnail for exr files
Fixed, there was a problem when HDRI pixel value was greater than 1.0. Now thumbnail is clipped between 0.0 and 1.0
-Juanjo