OctaneRender™ for LightWave™ 2.0 - build 2.0.10

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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juanjgon
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happymilk wrote:Hi juan
I have a little issue with the 2.0.10 plugin.
I have two LW version: 11.0.3 and 11.6.2. Both at 64 bit.
For LW 11.0.3 I I have installed the LW10.1 Octane plugin (as I always done for the previsious release).
This time I see the strange color (all yellow) for the connection dot of the octane nodes: see the attachment).
Not a big problem. The use is ok. But odd.
I have cleaned the files, the LW menu and the plugin list before installation. Two times.

No problem with the LW11.6 Octane plugin in LW 11.6.2

Any idea?
Lightwave 10 SDK doesn't support custom node connectin types, this is why all connectios are yellow, they are plain Lightwave standard "function type" node connections. From the first release, all LW 10 node connectios was always yellow.

Why are you working with Lightwave 11.0 if you have also Lightwave 11.6? ... Octane plugin is not tested with Lightwave 11.0, and I am not sure if you are going to found problems with it.

-Juanjo
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juanjgon
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gordonrobb wrote:Possibility of some Node Changes?

I just wanted to ask a question about nodes, just to see what is possible and what's not.

I find that it is really easy to get very complicated very quickly with octane surfaces, and am looking for a solution to that.

Firstly, is it possible to have the Material Nodes have a Texture option build in (as in standalone)? that way we could have a Glossy node that has a texture on Diffuse, Spec, Roughness, Bump/and or Displacement, but it is only one node in the tree. It wouldn't be useful in all situations (or example when you wanted to have a texture image being used by more than one material, but it would tidy things up.

Is it possible to have more of the adjustments possible for a texture, inside the texture node itself? Kind of a combination of texture, and colour correction?

Lastly, do you know a way of creating commonly used collections of nodes (for example a Material node with all of its texture input nodes already defined), but have them in the menu on the left, rather than having to go to load a saved node?

Any ideas/thoughts?
This things are really hard to support inside the Lightwave node editor, or even impossible. Your best chance is to build node compounds to store groups of nodes and see them as only one node.

https://www.youtube.com/watch?v=kx4bE9lYiSo
https://www.youtube.com/watch?v=zZlZNriaMWc

-Juanjo
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happymilk
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juanjgon wrote:
Lightwave 10 SDK doesn't support custom node connectin types, this is why all connectios are yellow, they are plain Lightwave standard "function type" node connections. From the first release, all LW 10 node connectios was always yellow.

Why are you working with Lightwave 11.0 if you have also Lightwave 11.6? ... Octane plugin is not tested with Lightwave 11.0, and I am not sure if you are going to found problems with it.

-Juanjo
Before the 2.0.10 version the plugin worked wery well with LW11.0.3. All color was OK and no other problems.
Win 10pro 64 | 3 x Geforce GTX980Ti | i7 5930K | 32GB
vipvip
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I encounter some problems when using 'octane mix textures' and 'octane invert texture' nodes, when applied to displacement: apparently it doesn't work (but works well on diffuse etc...)
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juanjgon
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vipvip wrote:I encounter some problems when using 'octane mix textures' and 'octane invert texture' nodes, when applied to displacement: apparently it doesn't work (but works well on diffuse etc...)
Can you please send to me a scene with this issue? ... you can also check if standalone has the same problem to know if this a problem of the Octane API.

-Juanjo
vipvip
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Here is a scene with mix connected to displacement: i've added the invert node and you can easily test the invert node connected to displacement with 3 mouse-clicks :)
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octane2_mix_texture_displace_problem.zip
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juanjgon
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vipvip wrote:Here is a scene with mix connected to displacement: i've added the invert node and you can easily test the invert node connected to displacement with 3 mouse-clicks :)
Thanks, yes, this nodes don't work with displacement. I just reported this problem to the Octane developers.

-Juanjo
vipvip
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ok thanks
just: do you gather it would be possible to increase the motion blur % limit ( more than 100%, ie 500% or more, with eventualy the control of the number of samples for the MB steps), sothat we could have the benefit of longer blur lenghts for objects moving with limited speed: because there is a bunch of very interesting effects to do with this...
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juanjgon
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vipvip wrote:ok thanks
just: do you gather it would be possible to increase the motion blur % limit ( more than 100%, ie 500% or more, with eventualy the control of the number of samples for the MB steps), sothat we could have the benefit of longer blur lenghts for objects moving with limited speed: because there is a bunch of very interesting effects to do with this...
Perhaps could be possible, at least for the transformations, but I need to test it.

-Juanjo
vipvip
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thanks a lot
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