OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Moderator: juanjgon
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
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Where is native surface picking on the map, is that even possible already ?
19 x NVIDIA GTX http://www.borisgoreta.com
I want to work on this feature ASAP. Currently the picking as you know uses a custom raycaster and doesn't work with instances or shifted cameras, but the Octane API has the function to support the native Octane picking ... I only need to figure a way to use it in the LW plugin.BorisGoreta wrote:Where is native surface picking on the map, is that even possible already ?
-Juanjo
Last edited by juanjgon on Sat Jul 19, 2014 9:59 am, edited 1 time in total.
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
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That would great. Thanks Juanjo !
19 x NVIDIA GTX http://www.borisgoreta.com
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
I have an update on the interactivity bug. I have a scene with one object which has 12 layers. Changing Octane parameters is really slow. Then I go to modeler, copy all layers and paste them to the 1st layer, actually I'm collapsing an object into one layer. I go back to Layout and interactivity is fast again. Difference is drastic as I recorded in the video.
So everything else is the same ( poycount, textures etc. ) except the number of layers in the object.
I hope this helps squishing this bug even further.
I sent content and video to your private mail.
So everything else is the same ( poycount, textures etc. ) except the number of layers in the object.
I hope this helps squishing this bug even further.
I sent content and video to your private mail.
19 x NVIDIA GTX http://www.borisgoreta.com
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
We could probably have IPR not reload the scene when new Null object is created since it doesn't add any geometry to the scene.
19 x NVIDIA GTX http://www.borisgoreta.com
not sure if this is the right place for a feature request...
i would love to see a node which could give the LW surface color as a plain color texture to be mixed with octane textures. the reason is that i have many materials which actually use layered textures which are combined with surface color. these are not easy to translate to octane, as only textures can be mixed, not colors with textures. also, more combination modes would be necessary, like photoshop multiply and screen.
is there a chance to see this in future versions? currently, material conversion for existing projects - in order to preserve look continuity to native LW projects - is really limited by these factors.
i would love to see a node which could give the LW surface color as a plain color texture to be mixed with octane textures. the reason is that i have many materials which actually use layered textures which are combined with surface color. these are not easy to translate to octane, as only textures can be mixed, not colors with textures. also, more combination modes would be necessary, like photoshop multiply and screen.
is there a chance to see this in future versions? currently, material conversion for existing projects - in order to preserve look continuity to native LW projects - is really limited by these factors.
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
You can mix or multiply textures with colors if you use the Octane color texture nodes.3dworks wrote:not sure if this is the right place for a feature request...
i would love to see a node which could give the LW surface color as a plain color texture to be mixed with octane textures. the reason is that i have many materials which actually use layered textures which are combined with surface color. these are not easy to translate to octane, as only textures can be mixed, not colors with textures. also, more combination modes would be necessary, like photoshop multiply and screen.
is there a chance to see this in future versions? currently, material conversion for existing projects - in order to preserve look continuity to native LW projects - is really limited by these factors.
-Juanjo
Thank Boris ... this one is going to be hard to fix because it is a delay in the Octane API, but thanks for report it ... I will try to get better performance with this kind of multilayer objects. The problem anyway is on my side, perhaps due to my update code, because your scene in the Stadalone works fine without delays.BorisGoreta wrote:I have an update on the interactivity bug. I have a scene with one object which has 12 layers. Changing Octane parameters is really slow. Then I go to modeler, copy all layers and paste them to the 1st layer, actually I'm collapsing an object into one layer. I go back to Layout and interactivity is fast again. Difference is drastic as I recorded in the video.
So everything else is the same ( poycount, textures etc. ) except the number of layers in the object.
I hope this helps squishing this bug even further.
I sent content and video to your private mail.
-Juanjo
ah thanks, juan, that's OK - didn't realize this was possible.
another request would be if the 'get texture' button could also get projection parameters for that texture? in case of multiple layers, even just getting the parameters of the first layer would be helpful, as most materials use just one layer. also, it would speed up to setup the nodal network without having to copy paste on the run.
EDIT: found now out that the UVMAP node does more or less what i want! this node is going to be supported in the future?
another request would be if the 'get texture' button could also get projection parameters for that texture? in case of multiple layers, even just getting the parameters of the first layer would be helpful, as most materials use just one layer. also, it would speed up to setup the nodal network without having to copy paste on the run.
EDIT: found now out that the UVMAP node does more or less what i want! this node is going to be supported in the future?
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
I am testing your scene here and I can't reproduce the crash. Do you have also the crash without the IPR working?3dworks wrote:please test here. open the scene, activate IPR. select all lights. hit 'p', check and uncheck 'unseen by camera' property a few times. it always crashes here after first or second switch.
I have seen that you have also the Maxwell plugin added to your system, perhaps we have some kind of side effect with it.
Anyway, please, can you enable the log file in the plugin render options and send it to me after you get the crash? ... this is the only way to know where is the problem.
Thanks,
-Juanjo