Page 1 of 10

OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Wed Jul 15, 2015 5:04 pm
by juanjgon
In this post you have the last daily build of the OctaneRender™ 2.2 for LightWave™ plugin, available to all commercial licensed users. The advantage of this is that users can update as often as they like to the latest versions of Octane. Bug fixes and small enhancements are continually committed to the current versions of of the Lightwave plugin.

This daily build includes the new LiveDB node to support the LiveDB/LocalDB assets databases inside the plugin
http://render.otoy.com/manuals/Lightwave3D/?page_id=868

This build is also available in demo version, that can be used without a license to test the plugin

Note: This build is only available for the x64 architecture. From this release we are going to drop the support of the 32 bits plugin versions to simplify the plugin builds and releases, and to be ready for Octane 3, that is going to have only x64 builds because, due to it's new architecture, the rendering can easily need more than 4 GB of CPU RAM to store the frame buffers and other data.


Daily Build 2.24.2.0 - Oct 01 2015
https://render.otoy.com/customerdownloa ... indows.zip
https://render.otoy.com/customerdownloa ... .0_OSX.zip

Daily Build 2.24.2.0 DEMO - Oct 01 2015
https://render.otoy.com/plugindownloads ... s_DEMO.zip
https://render.otoy.com/plugindownloads ... X_DEMO.zip

Standalone version for the network rendering nodes 2.24.2
https://render.otoy.com/customerdownloa ... _win64.exe
https://render.otoy.com/customerdownloa ... _macos.dmg

Documentation
http://render.otoy.com/manuals/Lightwave3D/


Changes since the last production release (2.23.2.1):

* NEW FEATURES:
- New "Mesh UV" map type in the projection node. The Mesh UV projection can be used to fix to the mesh surface the Octane procedural textures in objects with deformations, to keep the procedural from sliding on the deforming geometry.
- New option in the RGBSpectrum node to use the color availablei the LightWave surface editor as the node output color.
- New options in the plugin options panel to disable the pass files save functions while rendering in "render frame" (F9) mode.
- The "ray epsilon" parameter in the kernel nodes is now displayed as a real world distance value. This allows enter very small epsilons (for example 0.0000001) without get a 0.0 in the value field. The parameters for Octane is a float value, there are no changes in how it works in the plugin or in the old scenes.
- Builds updated to support OSX 10.10 Yosemite
- New LiveDB material node to support materials from the Otoy LiveDB and LocalDB materials database.
* Download and edit material functions in the node panel. This operations are supported using the Octane native panels.
* Initialize function to clean the current material and add the basic node tree structure to edit a new Octane material.
* The materials are stored in the LW objects, like any other Octane material.
* The texture maps are downloaded and stored in the project images folder.
* Support of texture maps file names relative to the current projects image folder.
* Currently the IPR is not live while editing the material in the Octane editor. It is only updated after close the editor.
* NOTE: due to the large storage space needed by this node, and the current limitations of the LWO file format, it is not safe to have more than few LiveDB nodes in the same material node editor, even if they are disconnected. The LWO file could be corrupted if saved with a lot of the LiveDB nodes inside the same material node editor.

- IPR LiveDB material picker
* SHIFT+MClick to open the Octane material in the Octane node tree. If the material is built using the LW Octane nodes, the plugin will rebuild the material using native Octane nodes. With this function you can upload to the LiveDB/LocalDB databases your current Octane materials built using the LW Octane nodes.
- New option in the plugin options panel, options tab, to set the LocalDB folder path
- The GPUs priority options have been moved to the GPUs tab in the plugin options panel


* BUGS FIXED:
- Layout hangs after finish the rendering or after abort it. Fixed.
- Sped up authentication during start up.
- IES files can now be selected for the RGB image texture node.
- Fixed issue that caused a crash while saving data into the local DB.
- Updated the Windows builds to fix a problem while rendering with F9/F10: Layout hangs after finish the rendering or after abort it in the rendering preview window.
- Crash in the IPR if the materials shader ball is enabled. Fixed.
- Fixed the network rendering bandwidth test.
- The version number of slaves is printed in the network render dialog.
- Fixed fully transparent planes behaving incorrectly in scattering media.
- Geometry artifacts in the IPR render just after load or reload the scene. Fixed.
- Fixed the issue about the "Unknown Command" warning message while loading the scene in the IPR.
- Texture and IES absolute paths doesn't work in the Windows build. Fixed.
- Better handle of the rendering abort events to try to minimize the plugin freezes.
- OSX problems with the texture file paths. Fixed.
- Uncheck a instancer and run IPR, then check the instancer crash Layout. Fixed.
- OSX IPR window crash. Fixed.
- The OSX IPR mouse wheel zoom function is very sensitive. Tuned to make it slower.


-Juanjo

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Wed Jul 15, 2015 5:30 pm
by atnreg
WOW!
Thank you very much! I will try this properly tomorrow but seems to work great :mrgreen:

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Thu Jul 16, 2015 10:56 am
by Lewis
Another great update, Thanks Juan.

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Mon Aug 03, 2015 3:54 pm
by MrFurious
+1 Great job Juanjo- rock solid.

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Fri Aug 14, 2015 9:24 pm
by juanjgon
The daily build has been updated to the version 2.24.0.0. This is the list of changes:

=============================================
RELEASE 2.24.0.0
=============================================

* NEW FEATURES:
- New "Mesh UV" map type in the projection node. The Mesh UV projection can be used to fix to the mesh surface the Octane procedural textures in objects with deformations, to keep the procedural from sliding on the deforming geometry.
- New option in the RGBSpectrum node to use the color availablei the LightWave surface editor as the node output color.
- New options in the plugin options panel to disable the pass files save functions while rendering in "render frame" (F9) mode.

* BUGS FIXED:
- Crash in the IPR if the materials shader ball is enabled. Fixed.
- Fixed the network rendering bandwidth test.
- The version number of slaves is printed in the network render dialog.
- Fixed fully transparent planes behaving incorrectly in scattering media.
- Geometry artifacts in the IPR render just after load or reload the scene. Fixed.
- Fixed the issue about the "Unknown Command" warning message while loading the scene in the IPR.
- Texture and IES absolute paths doesn't work in the Windows build. Fixed.
- Better handle of the rendering abort events to try to minimize the plugin freezes.


-Juanjo

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Fri Aug 14, 2015 10:44 pm
by hdace
The "Mesh UV" map option in the projection node is going to be great for us. Thanks!

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Sat Aug 15, 2015 9:56 am
by gordonrobb
Don't understand the RGBTedture change, can you explain it a bit more?

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Sat Aug 15, 2015 10:25 am
by juanjgon
gordonrobb wrote:Don't understand the RGBTedture change, can you explain it a bit more?
If you enable this feature in the RGB texture node, the output color of this node is going to be the color of the material available in the LightWave material editor.

-Juanjo

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Sat Aug 15, 2015 11:21 am
by gordonrobb
Ah, Any change in how the gamma affects the RGB? I still find that, all things being the same, the colour in the plugin is at a different gamma to the colour in standalone. So much so that if I wan the colour to look right, I have to polg the RGB node into a colourcorrect and give it a gamm of 2.2

Re: OctaneRender™ 2.2 for LightWave™ - Daily builds

Posted: Sat Aug 15, 2015 4:54 pm
by juanjgon
I need to investigate if the LW color picker can return color corrected colors. I will check it for Octane 3 ;)

-Juanjo