extend support for color vertex attribute and float vertex attribute to
- curves object
- particles object
Which feature do you need the most?
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
- scooternva
- Posts: 88
- Joined: Thu Jul 04, 2019 6:13 pm
- Location: Suburban Washington DC
- Contact:
For the LightWave plugin, it would be nice if Octane's nodes were more closely integrated with the standard LightWave nodes.
- The LightWave "Input" and "Instance Info" nodes have all kinds of useful data points that would be invaluable as inputs for Octane material and texture nodes where randomness and/or instanced objects need to have their textures/materials varied based on position, distance from the camera, etc.
- The LightWave Math nodes would greatly expand on the limited math functions available in Octane.
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
This could be solved with OSL state and utility nodes. They exist, but we plan to bake them in by 2019.2 RC1scooternva wrote:For the LightWave plugin, it would be nice if Octane's nodes were more closely integrated with the standard LightWave nodes.
- The LightWave "Input" and "Instance Info" nodes have all kinds of useful data points that would be invaluable as inputs for Octane material and texture nodes where randomness and/or instanced objects need to have their textures/materials varied based on position, distance from the camera, etc.
- The LightWave Math nodes would greatly expand on the limited math functions available in Octane.
- scooternva
- Posts: 88
- Joined: Thu Jul 04, 2019 6:13 pm
- Location: Suburban Washington DC
- Contact:
Re the OSL nodes: It would be nice if the OctaneRender plugin for LightWave behaved more like standalone OctaneRender as far as the user interface is concerned. Simple example: your own Mandlebrot example (https://docs.otoy.com/osl) in the online documentation. In standalone OctaneRender there's a nice set of sliders for the numeric inputs. In LightWave, all you get are the connection pins. This is especially a problem with enum-type inputs (e.g., "mapper"), and it makes using string inputs (e.g., to select a filename) impossible. This really needs to be addressed.
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
1) Splash Screen on Load, with a racing sound.
2) Also, visible moving flames around the render speed while render is taking place. The render speed itself (font) could pulse between white and glowing red.
3) Finally, when you activate RTX mode in Preferences, a deep dramatic voice that would say "R-T-X....ENGAGED"
2) Also, visible moving flames around the render speed while render is taking place. The render speed itself (font) could pulse between white and glowing red.
3) Finally, when you activate RTX mode in Preferences, a deep dramatic voice that would say "R-T-X....ENGAGED"
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- itsallgoode9
- Posts: 894
- Joined: Thu Apr 03, 2014 9:04 am
- Location: New York City
- Contact:
for the love of god, please add this. there are SO many issues working with dielectric surface interactions that it's not even funny. other render engines have had this for years...YEARSfantome wrote:Nested Dielectric

in the scatter node of Octane Standalone, ability to edit the default input field
To be able to add :
1 - vector v attribute for motion blur computation of each instance or compute the motion vector pass correctly
2 - custom attributes that will be accessible with an instance color data or instance grayscale data node. for exemple we could add C1 for color attribute and F1 for float attribute.
Code: Select all
M00 M01 M02 M03 M10 M11 M12 M13 M20 M21 M22 M23
1 - vector v attribute for motion blur computation of each instance or compute the motion vector pass correctly
Code: Select all
M00 M01 M02 M03 M10 M11 M12 M13 M20 M21 M22 M23 V
Code: Select all
M00 M01 M02 M03 M10 M11 M12 M13 M20 M21 M22 M23 V C1 F1