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Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Wed Jul 08, 2015 10:16 pm
by juanjgon
gordonrobb wrote:Looks great. Is this a 2.x feature?


Yes, this feature will be available for the 2.x version ;)

-Juanjo

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Wed Jul 08, 2015 10:18 pm
by MrFurious
Yummy..looking forward to this one. Shame it's limited to using the octane node tree I suppose from a learning perspective this is a good thing but would love to see the option to translate into LW nodes

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Thu Jul 09, 2015 4:22 am
by atnreg
MrFurious wrote:Yummy..looking forward to this one. Shame it's limited to using the octane node tree I suppose from a learning perspective this is a good thing but would love to see the option to translate into LW nodes


Well it's Octane feature and Octane cannot use LW nodes so it would not make much sense :)

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Thu Jul 09, 2015 4:22 am
by atnreg
juanjgon wrote:
gordonrobb wrote:Looks great. Is this a 2.x feature?


Yes, this feature will be available for the 2.x version ;)

-Juanjo


When? When? Please tell us when? :mrgreen:

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Thu Jul 09, 2015 7:05 am
by MrFurious
atnreg wrote:
MrFurious wrote:Yummy..looking forward to this one. Shame it's limited to using the octane node tree I suppose from a learning perspective this is a good thing but would love to see the option to translate into LW nodes


Well it's Octane feature and Octane cannot use LW nodes so it would not make much sense :)


Not Native LW nodes. I meant Octane/LW nodes.

From how it looks, we'll now be working with 2 different node trees. Lets say you download a LiveDB material but want to tweak it but chopping/changing existing OctaneLW nodes in your scene (say for example a colour correction node, gradient node, material mix node, or image texture node with gamma/brightness adjustments, OR a bunch of these nodes strung together... well you cant, they need to be recreated in the Octane liveDB node tree. And vice, versa

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Thu Jul 09, 2015 7:20 am
by geo_n
juanjgon wrote:A preview of the upcoming LiveDB support in the OctaneRender for LightWave plugin.



-Juanjo


Can you edit the materials inside lightwave?

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Thu Jul 09, 2015 7:34 am
by atnreg
Sorry, I misunderstood you :oops:

Yes that is true but as it seems you can edit the LiveDB materials in 'Octane way', that should not be a big problem. Of course up to a some point but I also think that mixing those together completely would be very hard if not impossible - even for Juanjo :D

Antti


MrFurious wrote:
atnreg wrote:
MrFurious wrote:Yummy..looking forward to this one. Shame it's limited to using the octane node tree I suppose from a learning perspective this is a good thing but would love to see the option to translate into LW nodes


Well it's Octane feature and Octane cannot use LW nodes so it would not make much sense :)


Not Native LW nodes. I meant Octane/LW nodes.

From how it looks, we'll now be working with 2 different node trees. Lets say you download a LiveDB material but want to tweak it but chopping/changing existing OctaneLW nodes in your scene (say for example a colour correction node, gradient node, material mix node, or image texture node with gamma/brightness adjustments, OR a bunch of these nodes strung together... well you cant, they need to be recreated in the Octane liveDB node tree. And vice, versa

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Thu Jul 09, 2015 6:27 pm
by Humpti
This is so great. I had to manually transfer the values from an easy material. I would prefer not having to do this for a more complex one. And I didn't succeed in accessing the textures.

I wonder how Juanjo did this. Does he use Octane standalone for the transfer? How does LW use these materials for the rendering then? Questions over questions :) But being able to edit the materials locally will be very important.

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Thu Jul 09, 2015 8:32 pm
by gordonrobb
So can we store our own materials in the LocalDB?

Re: OctaneRender™ 2.2 for LightWave™ - Production release

PostPosted: Fri Jul 10, 2015 10:11 am
by juanjgon
gordonrobb wrote:So can we store our own materials in the LocalDB?


Now you can load materials in LW from your LocalDB (stored from other plugin or from the Standalone), like from the LiveDB. I am thinking in a way to store the Octane LightWave materials created with the Octane LW nodes in the LocalDB/LiveDB databases.

-Juanjo