OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Forums: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby drako3d » Tue Dec 31, 2013 3:23 pm

drako3d Tue Dec 31, 2013 3:23 pm
problem with lw 11.6.1 x 32 cant install the plugin.I did everything installing in the bin the right.dll
.dat files.Cant figure out whats wrong.Im going to x64 now
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby drako3d » Tue Dec 31, 2013 3:36 pm

drako3d Tue Dec 31, 2013 3:36 pm
everything works fine in lw11.6.1 x32 just remove the octane render master control
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby juanjgon » Tue Dec 31, 2013 4:36 pm

juanjgon Tue Dec 31, 2013 4:36 pm
Yes, remember to remove always the Octane master plugin before uninstall the old plugin and install the new one.

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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby drako3d » Tue Dec 31, 2013 4:41 pm

drako3d Tue Dec 31, 2013 4:41 pm
in lw 11.6.1 x 64 works fine now lets play and find some bugs if there is one because juan is a master.
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby jwiede » Wed Jan 01, 2014 1:52 am

jwiede Wed Jan 01, 2014 1:52 am
Any kind of ETA on when us Mac folks can expect new SDK and thus new LW beta to go with 1.23.x standalone?
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby geo_n » Wed Jan 01, 2014 2:21 am

geo_n Wed Jan 01, 2014 2:21 am
juanjgon wrote:
geo_n wrote:Is the shadow catcher node or shadowdensity alpha supported?


Plugins currently only can support the nodes available in the Octane Standalone App. Are this nodes available in the standalone?

-Juanjo


x32 working fine now I removed octane master.

Re shadow catcher, I think this is possible with matt material
viewtopic.php?f=36&t=33029&p=142192&hilit=shadow+pass#p142204

"The shadow should be in the alpha channel to allow compositing, using the matte option for the floor object is the way to get this effect."
Image
Should be a sticky or have sample scene demonstrating this very important function.

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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby FrankPooleFloating » Wed Jan 01, 2014 4:08 pm

FrankPooleFloating Wed Jan 01, 2014 4:08 pm
Juanjo (anyone), please toss up what one would want hooked to what to get a simple gradient that used to be easy in LW using Distance to Pivot... I am just having a hell of a time just getting started with new gradients.. eeks.

For the sake of a demo, lets just say we want to mix two materials via Material Mixer and have them blend across 12" from Pivot - on the Y... You don't even need to do a screen shot. Text will do fine.

Please advise. :oops:
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby gordonrobb » Wed Jan 01, 2014 4:25 pm

gordonrobb Wed Jan 01, 2014 4:25 pm
Don't think Octane gradients work like that :(

But if they do, I'm excited.
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby FrankPooleFloating » Wed Jan 01, 2014 5:20 pm

FrankPooleFloating Wed Jan 01, 2014 5:20 pm
Huh?... This is the greatest feature of gradients, isn't it? (blending crap)

Okay.. is there a way to input pivot and a distance along a given axis - to drive the Start Texture and End Texture?
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.23.2

Postby UnCommonGrafx » Wed Jan 01, 2014 9:33 pm

UnCommonGrafx Wed Jan 01, 2014 9:33 pm
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.
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