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Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Tue Jul 22, 2014 10:06 am
by juanjgon
3dworks wrote:
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?
This node is not going to be deprecated, it is still useful for some workflows.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Tue Jul 22, 2014 6:23 pm
by 3dworks
ok, i've invested into another node license for using an additional card on a second mac pro in the network (all running OSX 10.9.4 here). i have followed all the instructions and installed the daemon of version 2.0.1 with default settings. all firewall settings and little snitch are checked to let network traffic pass, but i cannot get the GPU recognized on my LW workstation.
on the slave mac, the GPU is recognized by the octane standalone app and of course i am registered with the new account on this mac. i set the checkbox for 'enable network rendering' in the network rendering tab on the standalone app on the slave mac, but unchecked it on the workstation mac (with lightwave running). on both macs i closed the standalone apps after setting these preferences. on LW workstation, only layout with octane plugin is running, on slave mac, only the octane daemon is running. is this a correct setup?
any clues what the problem could be?

Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Tue Jul 22, 2014 7:46 pm
by 3dworks
ok, again problem solved by reading nearly all related forum posts here... for anyone interested: the latest LW plugin build ONLY works with standalone version 2.0.2 in networking mode. so i downloaded, installed and got it working - at least, the slave correctly is appearing in the nodes list now and can be checked. will test functionality soon
EDIT: looks like distributed rendering is working quite well with macs! not sure why when adding a GTX 680 card on my second mac to the main GTX 780 card, the MS/sec rate in IPR almost doubles?
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Wed Jul 23, 2014 7:56 am
by 3dworks
juanjgon wrote: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
hi juanjo,
i've removed the maxwell shader and the crash happens the same. btw. maxwell does only have camera, shader and instancer plugins, no lights - not sure if this makes a side effect less likely. anyway, a crash does NOT happen when IPR is not active. as requested, i've setup the log in the plugin and reproduced the crash once again. opened the scene, opened IPR, multiselected all area lights, hit 'p' then checked the unseen by camera box. crashed.
please see attached archive with scene, crash log and octane log.
markus
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Wed Jul 23, 2014 8:41 am
by vipvip
Hi
I encounter a problem when using the very nice 2-point-polys rendering feature for wire-mesh rendering.
On the attached scene, the poly objects was transformed in 2-point-polys object with strand maker: it generates these dark spots when rendering with octane ( version DAYLY 04/07 )...
note that normally, this process doesn't generate any problem... perhaps the cause is the geometry structure ? but i cant see why
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Wed Jul 23, 2014 9:07 am
by BorisGoreta
I had this black squares too, they are caused by 0 length fibers so make sure you don't generate those.
Or if it is not that then check the angles between adjacent 2 point polygons, they should close an angle greater then 90 degrees, otherwise the render cylinder brakes.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Wed Jul 23, 2014 9:24 am
by vipvip
ok thanks Boris
**EDIT**: and Juanjo !
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Wed Jul 23, 2014 9:25 am
by juanjgon
Yes, you have a lot of duplicated vertex ... try to merge them and remove the one point polygons.
-Juanjo
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Wed Jul 23, 2014 2:09 pm
by BorisGoreta
How can we have stepped transitions in Octane Gradient Texture node ? I would like to have 3 specific colors distributed over instances but not the colors in between.
Re: OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Posted: Wed Jul 23, 2014 2:28 pm
by juanjgon
BorisGoreta wrote:How can we have stepped transitions in Octane Gradient Texture node ? I would like to have 3 specific colors distributed over instances but not the colors in between.
Yes, in the next plugin release, in few days
-Juanjo