Search found 31 matches
- Mon Feb 03, 2014 3:59 am
- Forum: General Discussion
- Topic: Is a GTX 580 as good as the say ???
- Replies: 4
- Views: 2731
Re: Is a GTX 580 as good as the say ???
limitation 64 textures kills all joy
- Wed Jan 22, 2014 1:56 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
The error message tells you the problem:
bad argument #2 to 'connectTo' (octane.node expected, got table)
findItemsByName gives you a list of nodes with this name, not a single node. You can check these things in the API browser (click the button with the question mark). So this second argument ...
bad argument #2 to 'connectTo' (octane.node expected, got table)
findItemsByName gives you a list of nodes with this name, not a single node. You can check these things in the API browser (click the button with the question mark). So this second argument ...
- Wed Jan 22, 2014 12:38 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
hi there,
octane.project.select adds an item to the current selection (the items with a yellow border in the nodegraph editor).
If you don't want to select nodes manually, you have to search for them in the scene's root graph ( octane.nodegraph.getRootGraph() ). You can search by name ( octane ...
octane.project.select adds an item to the current selection (the items with a yellow border in the nodegraph editor).
If you don't want to select nodes manually, you have to search for them in the scene's root graph ( octane.nodegraph.getRootGraph() ). You can search by name ( octane ...
- Tue Jan 21, 2014 5:04 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
Stratified
how to use octane.project.select (item) ?
can use this to select a node that is needed?
I would remove the need to select nodes manually
how to use octane.project.select (item) ?
can use this to select a node that is needed?
I would remove the need to select nodes manually
- Tue Jan 21, 2014 4:06 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
Will your script be available or only for your personal use
principle is shown in the script that I posted
it can be used for your materials
specifying the required values
if you make a preset materials that it is possible to write the correct script
may eventually get something similar to what ...
- Tue Jan 21, 2014 3:20 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
my work which had painstakingly hand joining materials
it was very boring
http://slide3d.deviantart.com/gallery/40795322
it was very boring

http://slide3d.deviantart.com/gallery/40795322
- Tue Jan 21, 2014 3:13 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
Congrats, keep up the good work! Is this pass of a larger project or was it just a test with lua?
cheers,
Thomas
Thanks!
this makes it possible to easily apply materials prepared in octane
for scenes with frequently used models
for me it is a great benefit!
it was not a test
it was to create ...
- Tue Jan 21, 2014 3:02 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
Stratified
Yes!!! I did it!
Thank you very much!
local v6mesh, mtorso, mface = nil, nil, nil
local selection = octane.project.getSelection()
if selection[1]:getProperties().type == octane.NT_GEO_MESH then
v6mesh = selection[1]
elseif selection[1]:getProperties().name == "torso" then
mtorso ...
Yes!!! I did it!
Thank you very much!
local v6mesh, mtorso, mface = nil, nil, nil
local selection = octane.project.getSelection()
if selection[1]:getProperties().type == octane.NT_GEO_MESH then
v6mesh = selection[1]
elseif selection[1]:getProperties().name == "torso" then
mtorso ...
- Mon Jan 20, 2014 7:17 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
Yes, it's possible but now you would have 3 things in your selection and 6 different cases to consider...
how can I identify the material if same type in the two materials?
possible to identify them by name?
is it possible to connect the material is not on the index pin but its name?
I'm not ...
- Fri Jan 17, 2014 10:10 am
- Forum: Lua Scripting
- Topic: Nodes and Nodegraphs in Lua.
- Replies: 53
- Views: 38993
Re: Nodes and Nodegraphs in Lua.
I got several codes for each material
it is possible to unite in one code?
--
-- Select a limbs material and a mesh
--
local mesh, limbs = nil, nil
-- figure out the selection of the limbs material and the mesh
local selection = octane.project.getSelection()
if #selection ~= 2 then error("a ...
it is possible to unite in one code?
--
-- Select a limbs material and a mesh
--
local mesh, limbs = nil, nil
-- figure out the selection of the limbs material and the mesh
local selection = octane.project.getSelection()
if #selection ~= 2 then error("a ...