pegot wrote:Yes I am talking about the new Spectron /Procedural Volumetric object available from the Lights menu in Octane stand alone 2018.1 (see screen shot). Both Octane stand alone and Octane Blender 2018.1 are stable releases so shouldn't they have the same features?
I guess you don't need that complex setup after all (I totally missed that node, because I thought it was an script setup for the demo file).
The Volumetric Spotlight looks to be a bit "special", as far as Octane nodes goes.. In 2018.1 it has the node type "Unknown", in 2019.1 XB1 it is an "Built in Node graph", that (plus the script from the demo file, and some other things) leads me to think it's basically a (compiled!?) script in disguise.
Whether or not this should affect if we can use that node in BO is another question, IMHO it shouldn't...
That leads to your question about whether they should have the same features, and you would think that they should. Well at least to a certain point.
Octane uses a "global node system", where everything, including objects/meshes, is nodes and the node tree your working with is basically your whole scene/project. In Blender we (mainly) just work with nodes just for materials, this leads to some awkward ways to handle certain things, like Vectron:
In SA you basically put your Vectron node into your Render target Geometry input (maybe via a geometry group or w.e.), in BO you have to add the Vectron node in a material, use an "placeholder" object and then, in the mesh settings, select that material and then the vectron node you want to use.
As for getting the Volumetric Spotlight in BO, looking at the result in the render (and the Lua script) it actually seems like it's just setting up a couple of meshes (the barn doors, an emitter and a cone with a volumetric medium), you could easily just do that with normal objects in Blender, the downside being that it's a bit more work and you don't get an "easy" interface to control it.
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