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OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Mon Nov 06, 2017 9:51 pm
by juanjgon
Hi! This is the latest production build of the OctaneRender™ 3.0 for LightWave™ plugin version 3.07.0.1, available for Lightwave 10.1, 11.6 and 2015.3 Windows x64 and OSX.

Note: The Windows plugin is now compiled using Visual Studio 2015. If you have problems to add the plugin to the Layout, try again after installing the Visual C++ 2015 redistributable package:
https://www.microsoft.com/en-US/downloa ... x?id=53840


Release 3.07.0.1
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_OSX.zip

Release 3.07.0.1 DEMO VERSION
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... 07_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg


New features
New Octane 3.07 features: viewtopic.php?f=33&t=62395
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/Lightwave3DH/Ligh ... Manual.htm


=============================================
RELEASE 3.07.0.1
=============================================

* PLUGIN BUGS FIXED:

- Fixed the transformation feature in the "XYZ to UVW" projection.
- Fixed a bug in the materials update code, related to rendering artifacts in objects without UV maps.
- The IPR stops rendering and doesn't update after applying a render target preset. Fixed.

* OCTANE BUGS FIXED:
- Fixed broken scene updates, when all meshes get removed. This also fixes rendering of scenes with only volumes.
- Fixed bug causing object layer UVW transforms to not update if the object layer wasn't selected for baking initially.
- Fixed a crash in the download of LiveDB materials used by Octane plugins.
- Fixed missing contribution of volumes to the SSS pass.
- Fixed dirt texture in emitters.
- Fixed emission of sphere primitives.
- Fixed artifacts in background pixels of info passes, if scattering media are used in the scene (see viewtopic.php?p=323067#p323067).
- Fixed CUDA failure if a gradient texture is used that has unconnected control point texture pins.
- Reduced visible artifacts when an environment medium is used together with a coherent ratio setting > 0.


Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Mon Nov 06, 2017 10:58 pm
by EBD3D
Grand Merci ;)

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Tue Nov 07, 2017 8:04 am
by BorderLine
Thanks Juanjo !

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Wed Nov 08, 2017 12:20 am
by KVNOODLES
Superbe ! I download it now !

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Wed Nov 08, 2017 8:38 am
by Mastoy
Cool ! Thanks Juanjo !

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Wed Nov 08, 2017 7:04 pm
by Lewis
Great work Juan, that IPR not updating on render target presets was bugging me a lot, thanks for fix :).

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Mon Nov 13, 2017 8:24 pm
by gristle
Hi Juanjo,

I get an error launching LW 11.6.1 once updated to 3.07.01.

MSVCP140.dll is missing from your computer.

Win 7

Cheers!

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Mon Nov 13, 2017 9:54 pm
by juanjgon
gristle wrote:Hi Juanjo,

I get an error launching LW 11.6.1 once updated to 3.07.01.

MSVCP140.dll is missing from your computer.

Win 7

Cheers!
Hi,

You need to install the Visual C++ 2015 redistributable package on your system:
https://www.microsoft.com/en-US/downloa ... x?id=53840

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Mon Nov 13, 2017 9:56 pm
by gristle
Thanks a million Juanjo.

Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.07.0.1

Posted: Mon Dec 11, 2017 7:29 pm
by BorisGoreta
I wouldn't complain if we got a new plugin version soon with all the cartoon shading goodies and what not :D