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OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Fri Jun 17, 2016 1:07 pm
by juanjgon
Hi! This is the latest build of the OctaneRender™ 3.0 for LightWave™ plugin, available for Lightwave 10.1, 11.6 and 2015.3 Windows x64 and OSX.


Daily build 3.02.0.0
https://render.otoy.com/customerdownloa ... indows.zip
https://render.otoy.com/customerdownloa ... .0_OSX.zip

Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... 02_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg


CUDA requirements
Due to a CUDA compiler bug we had to switch to CUDA 7.5, which means on Windows and Linux you may need to update your NVIDIA graphics driver to a current version which supports at least CUDA 7.5. On Mac OSX you may have to update the CUDA driver for Mac to a current version supporting at least CUDA 7.5.

How to install the plugin
- (Only for Windows) Remove all the old Octane plugin files (octane.dll, octane.dat and the .p plugin file)
- (Only for Windows) Copy the octane.dll, tbb.dll and octane.dat files into you install Lightwave/bin directory. You must overwrite the LightWave tbb.dll file.
- Add the plugin to the Lightwave Layout.
- Install the custom menu bar to get access to the Octane features.


=============================================
RELEASE 3.02.0.0
=============================================

* NEW PLUGIN FEATURES:

- New modal dialog to manage the plugin licenses.
- Support of region rendering that stops after reach the kernel samples.

* PLUGIN BUGS FIXED:
- Crash loading VDB files if the plugin is not enabled. Fixed.
- Additional text in the Octane texture not found window.
- LiveDB window freeze problems in OSX. Fixed.

* OCTANE BUGS FIXED:
- Fixed issue that caused samples to be counted incorrectly if integration gets interrupted by a tone mapping request.
- Fixed kernel crash on Maxwell GPUs that occurred if tried to render volumes into a deep pixel buffer.
- More tweaks to the authentication to reduce the problems that the offline data can't be written.
- Added more safety checks to the authentication system and tried to catch more exceptions.
- Removed the adaptive subdivision mode since it didn't work as expected.
- Fixed a bug when re-trying to sign-out will cause sign-out to be canceled due to what we assumed to be an inconsistent state.
- Fixed broken normal mapping.
- Fixed wireframe kernel when rendered with the baking camera.
- Fixed padding of the baking camera when the raw passes are tonemapped.
- Fixed subsurface scattering.
- Fixed baking of dirt material.
- Fixed loading of emission grid from OpenVDB files, when no "temperature" grid is available.
- Fixed a bug where network rendering would never reach max. samples/pixel if you are using sub-sampling and enable+disable interactive region rendering.
- Duplicated UV values are now merged when subdividing to make sure that OpenSubdiv 3 considers adjacent UV triangles to be continuous.



Thanks!
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Fri Jun 17, 2016 2:10 pm
by nico_cad
sorry we have problem with download.
it's my problem or win file is corrupt? ;)

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Fri Jun 17, 2016 2:28 pm
by juanjgon
Try again. I've just downloaded it and seems OK.

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Mon Jun 20, 2016 10:00 am
by 3dworks
there has been an issue with the OSX standalone - which did not run on OSX systems older than "el capitan". there is a new build of the standalone https://render.otoy.com/customerdownloa ... _macos.dmg - please update the links in the initial post.

cheers

markus

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Mon Jun 20, 2016 10:10 am
by juanjgon
3dworks wrote:there has been an issue with the OSX standalone - which did not run on OSX systems older than "el capitan". there is a new build of the standalone https://render.otoy.com/customerdownloa ... _macos.dmg - please update the links in the initial post.
Done. Thanks!

-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Sun Jul 10, 2016 9:21 pm
by FrankPooleFloating
Jaunjo pal, am I missing something, or did something become broken with the RT nodes. :? I am trying to copy/paste Environment:Texture nodes and they are resetting to defaults (Power = 1, Heading = 0), rather than being a duplicate of the one I just copied.. shouldn't nodes have same values in them when copied/pasted? The same happens when exporting Environment:Texture nodes and importing into another scene...

I am going back and redoing some animations now that we have both Environment AND Visible Environment nodes.. this is a really sweet feature!.. I just wish it was easier to get my (fixed) nodes into existing scenes, and not have to manually enter vals again.

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Mon Jul 11, 2016 8:16 am
by juanjgon
FrankPooleFloating wrote:Jaunjo pal, am I missing something, or did something become broken with the RT nodes. :? I am trying to copy/paste Environment:Texture nodes and they are resetting to defaults (Power = 1, Heading = 0), rather than being a duplicate of the one I just copied.. shouldn't nodes have same values in them when copied/pasted? The same happens when exporting Environment:Texture nodes and importing into another scene..
Yes, sorry. There is a bug with the copy functions in this node. The power and rotation parameters are not copied. It will be fixed for the next build.

Thanks for reporting,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Mon Jul 11, 2016 9:24 am
by BorisGoreta
Is it possible for LW to get sphere primitive rendering ?

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Mon Jul 11, 2016 9:32 am
by juanjgon
BorisGoreta wrote:Is it possible for LW to get sphere primitive rendering ?
Yes, it is possible. I've not added this feature to the plugin yet because the sphere rendering is used to render large amount of particles ... but LW can't manage large amount of particles, so for the LW particle systems, instancing should work fine.

Why do you need this feature? How many particles are you using in your scene?

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Daily build 3.02

Posted: Mon Jul 11, 2016 9:37 am
by BorisGoreta
I don't need it really I was just wondering if this tech would improve something in LW but apparently it wouldn't so no problem. :D