OctaneRender™ for LightWave™ 2.0 - build 2.0.10

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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vipvip
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And here is another scene pack containing 2 scenes to test the LW/Octane combined displacements:

Black_and_white_displacement.lws:
a TIF with no transparency/Alpha used: we can see the dispacement behaviour is almost the same but are not aligned to each other... and i can't see why :), as in both case UVMapping is used...

PNG_Tranparency displacement - Copie.lws :
here the displacement is done by a PNG with transparency file: the behaviour: here, it is totally different results and apparently octane doesn't care about transparency...

One thing to notice: inverting the png picture with image editor doen't affect the direction of the displacement.

To resume, it seems to be tricky to make fit LW-displacements with Octane ones....

**edit: after folowing the next replies, the 2 displaced planes now fit perfecly, thanks !
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BorisGoreta
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Your LW displacement node is wrong, you should use the image to displace the mesh in the direction of the mesh normals, you are displacing it equally in all 3 axis now when you should displace it only on Y axis since all normals are facing up.

EDIT: plus in PS you should load the TIFF image, convert it to 32 bit image and blur it with a radius of 15 so you get smooth Octane displacement.
vipvip
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ok thanks
that explains why it moves along x/z axis
i'll try right now

Edit: just tried you tip and it works perfectly: the 32 bit/blur tip is very good to know !
Last edited by vipvip on Fri Jun 27, 2014 8:05 am, edited 1 time in total.
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juanjgon
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vipvip wrote:There's a problem with overlapping planar polygons ( i'm on a project to combine a LW displaced Plane and the same (cloned and reloaded ), but displaced by octane, to add instances on the surface on the octane-displaced plane ).
For the LW plane, with 'unseen by camera' and/Or 'unseen by rays' and/or 'diffuse trancparency = 0' and/or distant-dissolve active, everytime, octane is not rendering as expected the unhide faces ( the one of the non-lw-displaced ): peharps is it a known issue ?
anyworkaround (execpt moving a little the lw-desplaced plane on y axis )?
Here is an example scene attached (with no octane displacement inside: no need to show the problem )
Last version of the dayly plugin used
Thanks
Octane always trace all the polygons, even with 0% opacity, or with the unseen by camera enabled. You need to add a little offset to one of the objects. In your scene, only a 1 mm. offset in Y is enough to remove the artifacts.

Also, perhaps could be possible disable the LW displaced plane in the scene editor to not render it. If you only need it to place instances, you don't need to render it.

-Juanjo
vipvip
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thanks, i'll do it
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BorisGoreta
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I have a fur character job up ahaed and I would like to use Octane fur. How can I animate a character with fur ? In order to do that I would need to animate the base mesh and then have hair generated on this mesh. I can't use ZBrush for this since this is only good for static images. I would need to use FiberFX. Is there a way to automatically generate fibers to Octane for each frame ?

EDIT: I have been fiddling a little bit with FiberFX and as I see it we would need to have access to Polygonize command in the FiberFX panel. If you right click on mesh and select it LW creates a new 2 point poly mesh based on FiberFX curves which is ready to render in Octane. This way it would be possible to animate characters with fur.
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juanjgon
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Yes, you can polygonize the FiberFX hair in Layout. The problem is that you need to make it by hand for each frame. I hope to have good news about Layout FiberFX soon ;)

-Juanjo
vipvip
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BorisGoreta wrote:I have a fur character job up ahaed and I would like to use Octane fur. How can I animate a character with fur ? In order to do that I would need to animate the base mesh and then have hair generated on this mesh. I can't use ZBrush for this since this is only good for static images. I would need to use FiberFX. Is there a way to automatically generate fibers to Octane for each frame ?

EDIT: I have been fiddling a little bit with FiberFX and as I see it we would need to have access to Polygonize command in the FiberFX panel. If you right click on mesh and select it LW creates a new 2 point poly mesh based on FiberFX curves which is ready to render in Octane. This way it would be possible to animate characters with fur.
Hi Boris

here is a quick very basic video showing the capabliliy of 2-point polys generated with FiberFX and rendered with Octane.

http://youtu.be/Z7YX_9Te3M4

There is a few number of hair with low curve subdivision ( a little bit spaghetthi, which can suit for cartoon style ) here but of course it is possible to increase a lot the number but the computing time for the simulation grows with... Here it is simultated with the excellent Syflex plugin which is very very fast, largely realtime for this kind of sims ( event with much more hair than this example)...
Another could option is to use hair-mapped polys...
I'm waiting a lot the news about Octane/FFX told by Juanjo

Just, i can't remeber if octane motion blur can be applied with such hair sims: with the l but i've further tests to do about it...

Regards

Vincent
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BorisGoreta
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In this scene just activating motion blur ( to photoreal ) changes appearence of fibers dramatically, especially in the glossy component.
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BorisGoreta
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I managed to change hair thickness of fibers in real time while IPR was running. How did I do that ? I doesn't seem to work anymore.

Also I could se fiber deformatins in IPR ? Now I can't. What kind of setup is needed for this to work ?
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