UnCommonGrafx wrote:This should be easily possible. Best place to start is the camera tip which tied dof of Octane to the native LW camera. That's a great example of using the native maths with Octane.
From there, remember to look at all the suggestions in the other thread, two info nodes subtracted ought to get you what you want. Variants could be extracted from the thread.
marchermitte wrote:I just found out about the network rendering support... does that mean that we can use GPU from other computers on the network? Really?
geo_n wrote:The modo octane plugin apparently will have a way to translate materials in between octane and modo. And also the octane livedb will be supported?
http://community.thefoundry.co.uk/discu ... 69&page=10
Will it be possible soon to have lightwave surface be translated in to octane values?
I think its a huge timesaver. One way it could be done is to follow what the old lightwave to octane standalone did via obj format. The obj file just inherited some values from the lwo file so that octane standalone could translate it inside.
There might not be exact or matching parameters for lw and octane but the most common once like diffuse, spec, transp, color could probably be translated into octane plugin.
juanjgon wrote:Only very basic translation could be made because all Lightwave nodes and a lot of "T" texture layers parameters can't be translated to Octane, and none of the Octane materials are the same that the standard LW one. It is a lot of work for a very limited set of supported features ... anyway I am going to work something about this issue for Octane 2.0
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