OctaneRender™ for LightWave™ 1.5 beta - build 1.36.0 RC1

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

Moderator: juanjgon

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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hello,

This is a new release of the OctaneRender™ for LightWave™ plugin, Version 1.5 beta, build 1.36.0 RC1 - released for Lightwave 10.x and 11.x Windows x32 and x64 and for LW 11.x OSX.

This build is the Release Candidate 1 for the final 1.50 version, so please, test it carefully and report the bugs ASAP if you have any serious problem. No more features are going to be added to this version, only critical bugs fixes.

In the next days I am going to update the online documentation with the last features added to the plugin since version 1.20.


Download plugin links:
http://render.otoy.com/customerdownload ... indows.zip
http://render.otoy.com/customerdownload ... .0_OSX.zip

Octane 1.5 new features introduction video:
https://vimeo.com/82954226


How to install the plugin (Windows):
- Download the install file, you can see that inside it there are the plugin for all Lightwave versions, the octane.dll and octane.dat files (for x32 and x64) and a custom LW menu bar file
- Copy the octane.dll and octane.dat files into you install Lightwave/bin directory
- Add the plugin from Lightwave Layout, select the plugin for your Lightwave version (10.x or 11.5 or 11.6)
- Install the custom menu bar to get access to the Octane features

How to update the plugin (Windows):
- It is like install the plugin again (copy the .dll and .dat files to the Lightwave/bin directory and add the plugin and menu bar again), but you must be sure that there aren't any octane master plugins running in the Layout before try to add the plugin again. There is a live master plugin needed to start/stop the engine that must be closed to allow plugin reinstall.
- This build uses the new Octane SDK 1.36, if you are working with Windows please be sure that you update the Octane.dat and Octane.dll files inside your Lightwave/bin folder.


How to install the plugin (OSX):
- Download the install file, you can see that inside it there is the plugin and a custom LW menu bar file
- Add the plugin from Lightwave Layout
- Install the custom menu bar to get access to the Octane features

How to update the plugin (OSX):
- It is like install the plugin again (add the plugin and menu bar again), but you must be sure that there aren't any octane master plugins running in the Layout before try to add the plugin again. There is a live master plugin needed to start/stop the engine that must be closed to allow plugin reinstall.


*NEW FEATURES IN THE 1.36.0 RELEASE*
- Full support of HDRLS for Lightwave plugin, including the HDRLS LivePaint feature using the CTRL key and mouse buttons.
- New IPR button "HDRLS" to enable/disable the HDRLS live image texture environment override.
- Added object layer ID channel to the info channels kernel.
- Added option to the info channel kernel to disable motion blur, DOF and filtering.
- Add tolerance setting to dirt shader so you can avoid black edges on roughly tesselated meshes.
- New "IPR resolution multiplier" feature in the options panel that works with custom and camera render sizes.
- New option to enable always all GPUs for rendering with F9/F10 without change the GPUs settings.


*BUGS FIXED IN THE 1.36.0 RELEASE*
- Fixed export of HDR images without tonemapping: use correct output gamma, and the image is saved as 32-bit floating point.
- Allow using HDR textures of more than 130 megapixels (if they fit on the GPU memory).
- Review of scene export functions, that now shows an error if IPR is not enabled or ready.
- HDRLS bug: sometimes HDRLS live images are loaded with wrong gamma correction. Fixed.
- HDRLS bug: HDRLS live texture environment node inherit wrong values from render target. Fixed.
- HDRLS bug: Reload scene in the IPR window clear the HDRLS live image. Fixed.
- The wireframe mode works with any type of camera, and the line weights are more even.
- Changed how PMC handles high ray depths. All rays are traced until they reach the maximum depth, so transparent objects no longer cause a dark outline in scenes.
- Fixed behavior of glossy materials when using the direct lighting kernel
- Changed exposure scale for untonemapped images: The scale matches now the white point of tonemapped images with gamma 2.2.
- Fixed broken loading of IES files.
- Fixed incorrect memory allocation for LDR images, using too much memory on the host.
- Fixed incorrect loading of images for alpha image texture nodes if the image files doesn't contain an alpha channel or has no transparency.
- Fixed wireframe rendering for GPUs of compute model 2.1.
- Fixed material preview rendering, which was working incorrectly, especially with glossy materials.
- Fixed wrong refraction on specular materials with dispersion
- Fixed banding when using falloff nodes.
- Fixed issue with badly rendered bump maps in some setups with lots of image textures



Enjoy it :)
-Juanjo
vipvip
Licensed Customer
Posts: 726
Joined: Fri Apr 22, 2011 9:28 am

thanks a lot
as usual, lightning fast release ! :)
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BorisGoreta
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Joined: Fri Dec 07, 2012 6:45 pm
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Thanks a bunch !

ObjectID very useful for post !
Rob49152
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Posts: 51
Joined: Tue Mar 12, 2013 12:23 am
Location: Saskatoon, Sk, Canada

So far I have to say that this is the best lightwave plugin I've bought in years. I am always amazed at the speed of new versions coming out and the response time with questions or problems.
CPU: Intel I9-14900KF | Mobo: Asrock Z790 Tachi | Ram: 128gb | Storage: 64tb | GPU: 2x Asus ROG Strix - RTX3090 24gb
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FrankPooleFloating
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Joined: Thu Nov 29, 2012 3:48 pm

That's because Juanjo is the UberDev! :ugeek:

Hey Juanjo, is this an occasion where only the dat, dll and .p need replaced?.. no need for menu change?
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks for the update!

Small bug report:
In the IPR you have "Save EXR" and "Save EXR tone mapped" in reverse.

Save EXR is saving an LDR, while "tone mapped" is saving a HDR
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

funk wrote:Thanks for the update!

Small bug report:
In the IPR you have "Save EXR" and "Save EXR tone mapped" in reverse.

Save EXR is saving an LDR, while "tone mapped" is saving a HDR
Oops ... thanks, I will test this issue because I just remember that i had this bug report from other user.

-Juanjo
UnCommonGrafx
Licensed Customer
Posts: 199
Joined: Wed Mar 13, 2013 9:14 pm

As always, thanks for the update.

Is it a bug that your fog scene no longer works?
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gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Great work mate.

Quick question. Can you give me any indication how the new parameter i the dirt node works. I can tweak it an get results, but just looking to understand what it's doing.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Got a slight niggle with HDRS - when I use light paint, the 'reflect' mode acts like the 'rim' mode (the light appears behind the object.

Can you duplicate that?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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