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Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Jul 19, 2014 8:14 am
by BorisGoreta
Where is native surface picking on the map, is that even possible already ?
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Jul 19, 2014 9:36 am
by juanjgon
BorisGoreta wrote:Where is native surface picking on the map, is that even possible already ?
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.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Jul 19, 2014 9:42 am
by BorisGoreta
That would great. Thanks Juanjo !
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Sat Jul 19, 2014 2:47 pm
by BorisGoreta
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.
Null
Posted: Sun Jul 20, 2014 5:13 pm
by BorisGoreta
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.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Mon Jul 21, 2014 8:23 am
by 3dworks
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.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Mon Jul 21, 2014 9:26 am
by juanjgon
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.
You can mix or multiply textures with colors if you use the Octane color texture nodes.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Mon Jul 21, 2014 9:29 am
by juanjgon
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.
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.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Mon Jul 21, 2014 10:16 am
by 3dworks
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?
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Tue Jul 22, 2014 10:05 am
by juanjgon
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 am testing your scene here and I can't reproduce the crash. Do you have also the crash without the IPR working?
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