OctaneRender™ for LightWave™ build 1.13.1 released

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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby juanjgon » Thu May 02, 2013 9:28 am

juanjgon Thu May 02, 2013 9:28 am
desarts wrote:Question:

I like to create an texture offset based on Item ID.

I managed to do this with Procedural Textures. I also tried with Image textures but that didn't work.
Do you know any kind of setup to do this with image textures?

See attached images below for node setup.

It could be very usefull to do lots of objects with the same material. This break repetition in the textures. I think of tiles on the ground. In this case wooden panels. Etc.
Hopefully there is a solution to this. :)


Can you post this scene to test it here? ... I think that the problem is that UVMAP node is evaluated only one time for each surface. Perhpas you can try to use a material for each object, not the same material for all objects (you can setup the material for the first object and later use the copy/paste function to apply this material to all other materials).

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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby desarts » Thu May 02, 2013 10:39 am

desarts Thu May 02, 2013 10:39 am
Attached is the scene and the object to test the offset.
I could indeed use one material for every object. But the list gets long and it is not so ellegant as one material.
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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby FrankPooleFloating » Thu May 02, 2013 12:05 pm

FrankPooleFloating Thu May 02, 2013 12:05 pm
I thought we could only use Octane nodes, period... We can use Item Info > Item ID?
I will have to try this.
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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby gordonrobb » Thu May 02, 2013 12:10 pm

gordonrobb Thu May 02, 2013 12:10 pm
Any chance we cold have some insight into which LW nodes we can and can't use?
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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby desarts » Thu May 02, 2013 2:01 pm

desarts Thu May 02, 2013 2:01 pm
FrankPooleFloating wrote:I thought we could only use Octane nodes, period... We can use Item Info > Item ID?
I will have to try this.


When you can input LW nodes values then you can also use them. for example timelaps with sun animation. :)
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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby FrankPooleFloating » Thu May 02, 2013 4:08 pm

FrankPooleFloating Thu May 02, 2013 4:08 pm
Ummm... where is our Octane gradient node?... is it called something other than gradient?

Somehow, this has actually not been needed by me until now -- as I try to play with LW
nodes combined with Octane nodes - in an effort to make some random crap happen
on LW instances...
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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby juanjgon » Thu May 02, 2013 4:18 pm

juanjgon Thu May 02, 2013 4:18 pm
You can use some nodes LW nodes with Octane, but only for pre-processing scene (for example constant nodes for animate render target parameteres, or the ItemID node). You can't use LW nodes at render time (for example LW procedurals, etc.)

Gradient node is not available in the Octane SDK yet. Sorry.

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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby FrankPooleFloating » Thu May 02, 2013 4:24 pm

FrankPooleFloating Thu May 02, 2013 4:24 pm
Crap... Any chance of gradient sneaking into next version?

And just curious - is gradient in OctaneLW presenting serious challenges?

(oops - I just noticed you said not in SDK yet)
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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby marchermitte » Sat May 04, 2013 7:44 am

marchermitte Sat May 04, 2013 7:44 am
Holà Juanjgon! Por fin I had some time to play with the new update... color picker is a bliss, very usefull. It definitly speeds up the workflow. Thank you!
I like the fact to be able to use some LWnodes with Octane's... in fact I'm even surprised you suceeded in making some of them compatible. It was hard to understand which ones were and were not compatible but It's clearer after you explained "You can use some nodes LW nodes with Octane, but only for pre-processing scene"
What I miss is the dirt (ambiant occlusion) node. It's key to build realistic aged textures. For now I just bake the ambiant occlusion in LW or Modo and use It as a texture but It would definitly come handy to have It as an Octane node sooner or later.
Thank you for your excellent work!
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Re: OctaneRender™ for LightWave™ build 1.13.1 released

Postby juanjgon » Sat May 04, 2013 8:52 am

juanjgon Sat May 04, 2013 8:52 am
marchermitte wrote:Holà Juanjgon! Por fin I had some time to play with the new update... color picker is a bliss, very usefull. It definitly speeds up the workflow. Thank you!
I like the fact to be able to use some LWnodes with Octane's... in fact I'm even surprised you suceeded in making some of them compatible. It was hard to understand which ones were and were not compatible but It's clearer after you explained "You can use some nodes LW nodes with Octane, but only for pre-processing scene"
What I miss is the dirt (ambiant occlusion) node. It's key to build realistic aged textures. For now I just bake the ambiant occlusion in LW or Modo and use It as a texture but It would definitly come handy to have It as an Octane node sooner or later.
Thank you for your excellent work!


You can try the Octane Dirt node to make this kind of effects.

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