Search found 479 matches

by 3dreamstudios
Thu Apr 16, 2020 4:59 pm
Forum: Lightwave 3D
Topic: Baking Metallic Map
Replies: 8
Views: 6386

Re: Baking Metallic Map

Hmm, perhaps the problem is that I'm talking about baking the scene lighting, not building pbr texture maps. I suppose that the Octane baking feature is designed to bake the scene diffuse/GI and AO lighting, not to bake texture sets, but I can be wrong. To be honest, I'm not an expert in lighting ...
by 3dreamstudios
Thu Apr 16, 2020 12:35 pm
Forum: Lightwave 3D
Topic: Baking Metallic Map
Replies: 8
Views: 6386

Re: Baking Metallic Map

Baking specular lighting makes no sense, it depends on the camera position, so it must be computed by the engine (Unity) from the material specular parameters or from a specular texture map.

Thanks,
-Juanjo

Maybe I didn't ask it correctly.. Every PBR texture you'll find out there that has any ...
by 3dreamstudios
Wed Apr 15, 2020 8:35 pm
Forum: Lightwave 3D
Topic: Baking Metallic Map
Replies: 8
Views: 6386

Baking Metallic Map

Looking for a way to bake out my textures for use in Unity. I don't see a metallic option under the baking camera. I can get the following....
Diffuse
AO
Roughness

But no Specular or Metallic, that I can see. Hopefully, I'm missing something. Can someone fill me in?
by 3dreamstudios
Tue Feb 25, 2020 1:30 pm
Forum: Lightwave 3D
Topic: Spectron Lights in LW 2018
Replies: 7
Views: 3822

Re: Spectron Lights in LW 2018

Hi,

The spectron volumetric spotlights are configured using the new spectron node editor available in the Octane lights. Attached you have an example scene.

Hope it helps,
-Juanjo

I feel that's exactly what I had done...but maybe I missed something...possibly in the SCENE or render settings? I ...
by 3dreamstudios
Mon Feb 24, 2020 10:10 pm
Forum: Lightwave 3D
Topic: Spectron Lights in LW 2018
Replies: 7
Views: 3822

Re: Spectron Lights in LW 2018

2020 just hit RC1, so it will be stable soon. The spectron functionality prior to that isn't much different from 2018 to 2019.1.5, so I would use the latter. 2019.1.x supports a high level spectron volume light object node, which the plug-ins can implement same as in standalone.

Super can't wait ...
by 3dreamstudios
Mon Feb 24, 2020 10:05 pm
Forum: Lightwave 3D
Topic: Spectron Lights in LW 2018
Replies: 7
Views: 3822

Re: Spectron Lights in LW 2018

Best to start with 2020 which also has spectron area and sphere lights (which render much faster than mesh light equivalents)

2020 is in Beta correct? I'm not interested in beta testing in my production environment. We have not upgraded to 2019 LW yet...

So I'm working with LW 2018 and Octane ...
by 3dreamstudios
Mon Feb 24, 2020 9:43 pm
Forum: Lightwave 3D
Topic: Spectron Lights in LW 2018
Replies: 7
Views: 3822

Spectron Lights in LW 2018

I've updated my Octane builds...been a while....had to wait on some projects to be complete. I'm trying to play with the new Spectron lights and am not finding much luck. Anyone have a sample scene with a simple volumetric light? Documentation link?

Thanks.
by 3dreamstudios
Tue Jan 28, 2020 1:32 pm
Forum: Lightwave 3D
Topic: Convert Materials back to Standard
Replies: 2
Views: 1622

Re: Convert Materials back to Standard

Why don't you leave both the Octane and LightWave material nodes at the same time in the node editor?

Thanks,
-Juanjo

I do leave them, LW Nodes go into OGL and Octane go into Material. However FBX export does not do anything with the textures in this format/configuration. The material input I ...
by 3dreamstudios
Mon Jan 27, 2020 6:04 pm
Forum: Lightwave 3D
Topic: Convert Materials back to Standard
Replies: 2
Views: 1622

Convert Materials back to Standard

So we have the Convert Materials to Octane, this was an excellent addition. Helps get things kick started from older scenes that were not Octane specific in the beginning.

We offer VR to our clients as well, exporting FBX from layout will include the textures if they are in standard format, not ...
by 3dreamstudios
Thu Jan 09, 2020 5:54 pm
Forum: Lightwave 3D
Topic: The Perfect Water Material
Replies: 6
Views: 2757

Re: The Perfect Water Material

yes_ just the principle remains the same, then you can play on different displace to get closer to the ocean waves :)

Yes for sure...but I was meaning....if I end up using Ocean on this project..your setup would come in handy for doing other waters.... Because Ocean may not be good for smaller ...

Go to advanced search