OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Forums: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby FrankPooleFloating » Tue Feb 21, 2017 5:20 pm

FrankPooleFloating Tue Feb 21, 2017 5:20 pm
Hey Juanjo, I wanna toss this out there, while you (we) wait for 3.0.6...

When we have a bunch of pbr textures plugged into material nodes, and we are using Octane Projection > Mesh UV, it can be kind of a pain in the ass to have to hook up Scalar nodes to all the Scale U and Scale V inputs, when we want to tile seamless maps (from Substance etc) on our UV'd surfaces... even more so when we have a buttload of surfaces to set up...

Is it even remotely possible that you could make a button for us in Octane Projection: Mesh UV, that we could click > one LW Scalar node gets placed in the Node Editor > Scalar node plugs itself into all Scale U & Scale V of all Texture Image nodes that Octane Projection is plugged into? Could this be done, or do you have no way tell from inside Projection node what Texture Image nodes are plugged into it? (like one-way street?)

Edit: I guess if this was doable for you, Rotate and Translate would be highly desired too, while we were at it...
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby juanjgon » Tue Feb 21, 2017 10:05 pm

juanjgon Tue Feb 21, 2017 10:05 pm
Hmm, so the main problem is that all these parameters in the Texture Image node don't have the "E" button to animate/reference them, right?

Can you attach a screengrab with the node tree that you are using in these materials?

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby FrankPooleFloating » Tue Feb 21, 2017 11:06 pm

FrankPooleFloating Tue Feb 21, 2017 11:06 pm
Sorry pal. Let me elaborate. When I have a bunch of seamless pbr texture images for Diffuse, Spec, Rough, Normal, etc, and I am using Projection Mesh UV, there is no way (that I know of) to scale all these textures in unison at the same time. With Box we can set these in the Projection Box node itself, but not in Projection Mesh UV.. so if I (and presumably others) want to scale all these Texture Image(s) together, I need to link LW Scalar nodes to all the Scale U and Scale V inputs in these 4 or 5 Texture Image nodes. It is important to point out that not all UV texturing is done at 1:1 scale. I do tons of texturing that requires UVs, but at the same time, I hit with seamless textures that are often scaled less than or more than 100%. Certainly I am not alone...

My hope was that if there was some easy way for you make these nodes and connections appear in node editor after we click the magical button I am describing, it would speed up the UV'd texture image stuff, for sure. Especially if we had one magic button for Scale(s), one for Rotation, and one for Translate(s)... I only mention this because you have added other niceties that were not needed, but sure made Octane LW even that much better, which we all appreciate and love you for buddy. ;-)

But, for we all know, LW3DG has stuff coming that would make all this moot and unnecessary. And/or maybe even Octane OSL... If you are privy to information from LW3DG that would indeed make this request moot in the near future, please do tell.

EDIT: Or better yet, find a way to somehow override the disabled/grayed-out controls inside Projection Mesh UV and allow us to scale/rotate/translate right inside the node itself... I mean, why is this disabled to begin with? Is it because the assumption was that Mesh UV is always used at 100%, and thus there would not be any need to adjust these?... :?
Last edited by FrankPooleFloating on Sun Feb 26, 2017 7:39 pm, edited 1 time in total.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby BorderLine » Thu Mar 02, 2017 12:20 pm

BorderLine Thu Mar 02, 2017 12:20 pm
Hi Juanjo,
Any idea for 3.06 delay ?
Thanks
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby juanjgon » Thu Mar 02, 2017 12:26 pm

juanjgon Thu Mar 02, 2017 12:26 pm
I'm working on it. I hope to release the new build this weekend, or early next week.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby BorderLine » Thu Mar 02, 2017 12:43 pm

BorderLine Thu Mar 02, 2017 12:43 pm
Ok ! Thanks !
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby Gilbert » Wed Apr 05, 2017 11:51 pm

Gilbert Wed Apr 05, 2017 11:51 pm
Update install error:
Layout.exe _ Entry point not found.
Please help.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby juanjgon » Thu Apr 06, 2017 8:27 am

juanjgon Thu Apr 06, 2017 8:27 am
This problem is usually related to mixing old Octane.dll/Octane.dat files with a new plugin version. Be aware that now you don't need to copy any file to the LightWave/bin folder to install the plugin, so check your LightWave/bin folder to see if you have any older Octane.* file inside and remove them.

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-Juanjo
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby Gilbert » Fri Apr 07, 2017 1:17 am

Gilbert Fri Apr 07, 2017 1:17 am
no, its still not working. The standalone isn't properly either.
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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.05.3.0

Postby juanjgon » Fri Apr 07, 2017 9:12 am

juanjgon Fri Apr 07, 2017 9:12 am
Well, if Standalone doesn't work, then the problem can be related to your computer. Perhaps you need to install the latest drivers. What GPUs are you using?

Also, if it is a new computer, to install the plugin you should try to install before the VisualC++ 2012 redistributable package:
https://www.microsoft.com/en-US/downloa ... x?id=30679

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