Math Nodes

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

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juanjgon
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3dreamstudios wrote:Thanks for the reply. If I understand what your saying certain nodes can be used a "scene load time". But when I use a scalar node to drive the time of the daylight parameter it works fine without having to load the scene each time it renders a frame. It just chews through each frame one after another without "loading" the scene again and again each frame.

Either way that's good news about 3.0 stuff. Each version get's better and better it seems. we've been watching Octane for a while now....just until 2.0 we felt worth jumping in for production!
You are not loading the scene, but you are updating it before init rendering.

The issue is that while loading/updating the scene I can evaluate the LW nodes, because it is my plugin what is running, the Layout is alive and I can use the Layout functions to get the LW node values and use them to feed the Octane scene.

But while rendering, when the shading node trees are being evaluated, only Octane is alive. Only the Octane nodes can work because at this point only GPU code can be executed. The Layout node editors don't know anything about the Octane scene at this point.

-Juanjo
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juanjgon
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gordonrobb wrote:Sooooo, could he use a normal LW image node, that has the UV changed and input that into the Octane texture node, a bit like the solution that allows for using procedurals in displacement?
Nope, I don't think that this could work. The resampling code doesn't get the UV information of the object at all.

-Juanjo
3dreamstudios
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gordonrobb wrote:Sooooo, could he use a normal LW image node, that has the UV changed and input that into the Octane texture node, a bit like the solution that allows for using procedurals in displacement?
I'm not quite following but I did load up the BETA 3 version and seems as mentioned the calculations are being made at Load time so I'm getting different locations on the UV (License Plates) but it's not happening on all of the INSTANCES. So I don't think the instance info is getting to Octane. Any way to get the random instance input from something Octane can read?
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juanjgon
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You have the random color texture node, but I am not sure if it is going to work with your setup.
http://render.otoy.com/manuals/Lightwave3D/?page_id=513

-Juanjo
3dreamstudios
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juanjgon wrote:You have the random color texture node, but I am not sure if it is going to work with your setup.
http://render.otoy.com/manuals/Lightwave3D/?page_id=513

-Juanjo
Yea I really need something that can be driven by the instances. The Random Color node won't plug into my tree. Is this a limitation of current build/2x series and will be possible in 3x or not likely ever to be able to pull instnace info?
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juanjgon
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The problem is to mix Octane and LW nodes, the random node output is a Octane texture and can't be linked to the LW input nodes, that doesn't support it.

In resume: we need a full set of Octane nodes with math operations, new procedurals, new shaders, etc ... this is the door that I hope that the OSL can open with Octane 3

-Juanjo
3dreamstudios
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juanjgon wrote:The problem is to mix Octane and LW nodes, the random node output is a Octane texture and can't be linked to the LW input nodes, that doesn't support it.

In resume: we need a full set of Octane nodes with math operations, new procedurals, new shaders, etc ... this is the door that I hope that the OSL can open with Octane 3

-Juanjo
Bare with me... Since Octane can see and understand instances native to LW it seems there would be a way to read at LOAD TIME the instance info I'm trying to get. I don't need things updated while rendering from the instances.

Does the API or Octane or whatever allow for this, would be great to have a simple node similar to the native LW node that fed seed information for things.

Because if we could get that SEED from the instnace at load time I think this node tree would work, as everything but the instnace SEED is working it seems.
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juanjgon
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Nope, sorry, we need to get the instance ID at render time, I can't store an instance ID in each Octane instance at loading time. The only way to get a random value for each instance is to use the Octane randomcolor node.

-Juanjo
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