Hi! This is the latest production build of the OctaneRender™ 3.0 for LightWave™ plugin version 3.08.1.0, available for LightWave 10.1, 11.6, 2015.3 and 2018.0 Windows x64 and OSX. This build is compiled using the Octane 3.08.1 core.
Notes:
- Since we have to use CUDA toolkit 9.1 for that, you may have to update your graphics driver.
- 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 3.08.1.0 regular license
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... ve_OSX.zip
Release 3.08.1.0 subscription license
https://render.otoy.com/customerdownloa ... n64_vr.zip
https://render.otoy.com/customerdownloa ... OSX_vr.zip
Release 3.08.1.0 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 ... _1_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg
Documentation
New Octane 3.08 features: viewtopic.php?f=33&t=63219
Overview of OSL Shaders in Octane: https://docs.otoy.com/osl/
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/Lightwave3DH/Ligh ... Manual.htm
=============================================
RELEASE 3.08.1.0
=============================================
* PLUGIN BUGS FIXED:
- Fixed a rare LW2018 IPR freeze just a the scene extraction starting point.
- Fixed the LW2018 specular material viewport preview to make the object always slightly visible.
- New option in the Octane custom object properties panel to force the mesh updaing even in objects without deformations.
- Fixed the polygonal hair IPR updating from Modeler events.
- Fixed the live IPR instancers updating in LW2018
* OCTANE FEATURES AND BUGS FIXED:
- Toon lights and materials are now contributing to the shadow pass.
- Added support for 1D+3D LUT cube files written by Adobe Iridas.
- Added support for fetching time information via the global OSL variables time and dtime and global OSL attributes camera:shutter*
- Tweaked sampling rate of blackbody emitters with "normalize" disabled which vary strongly in brightness depending on the temperature.
- Fixed artifacts when shen uses a fall-off texture.
- Fixed incorrect diffuse contribution to the transmission pass.
- Fixed negative values in some render passes.
- Fixed start depth of deep pixel volume samples for media enclosed by surfaces with an invisible specular material.
- Fixed the transparency of scattering media if "affect alpha" is enabled.
- Fixed artifacts on hair strands if vertices are duplicated.
- Fixed rendering artefacts in some cases where displacement and bump mapping are used by the same material.
- Fixed various crashes during OSL compilation.
Thanks,
-Juanjo
OctaneRender™ 3.0 for LightWave™ - Production build 3.08.1.0
Moderator: juanjgon
I'm working on the new docs right now. They will be available in the upcoming weeks.dlvphoto wrote:Is the link to the plugin manual posted above the correct one for the updates? So far it's still showing 3.06 from may of 2017. That link doesn't include anything that I can find from 3.07 or 3.08 updates.
Thanks,
-Juanjo
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
If Disable Compositing is checked and IPR is working whenever I change focus to some other app and get back to Layout, IPR reloads the enitre scene. No changes to images were made.
EDIT: not sure what causes this but if I disable IPR reload on image change then it doesn't reload, maybe some image is opened somewhere else and LW then thinks it is changing all the time
EDIT: not sure what causes this but if I disable IPR reload on image change then it doesn't reload, maybe some image is opened somewhere else and LW then thinks it is changing all the time
19 x NVIDIA GTX http://www.borisgoreta.com
is it just me or does aborting an F10/F9 render take much longer again with complex scenes than with the previous version 3.8.0.10? i had to switch back to that version because of some installation issues and noticed this behaviour with the same scene, but it might be related to my setup. on macs here,
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
This is really a weird issue. There are no changes at all in all the code related to the rendering functions, including the abort code. Perhaps it is a core OSX issue ... I'll try to reproduce this problem here.3dworks wrote:is it just me or does aborting an F10/F9 render take much longer again with complex scenes than with the previous version 3.8.0.10? i had to switch back to that version because of some installation issues and noticed this behaviour with the same scene, but it might be related to my setup. on macs here,
Thanks,
-Juanjo
i rechecked this and cannot confirm my first post, sorry for maybe making a noise. i was fooled by two similar complex scenes used with the two versions at different times. for an unkown reason one of the scenes aborts much (about 10 times) faster. when checking the same scene with both plugins, the times are about the same!juanjgon wrote:This is really a weird issue. There are no changes at all in all the code related to the rendering functions, including the abort code. Perhaps it is a core OSX issue ... I'll try to reproduce this problem here.3dworks wrote:is it just me or does aborting an F10/F9 render take much longer again with complex scenes than with the previous version 3.8.0.10? i had to switch back to that version because of some installation issues and noticed this behaviour with the same scene, but it might be related to my setup. on macs here,
Thanks,
-Juanjo
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.