Ocean toolkit 2D and octane

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

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spigolo
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Hello
im rendering a superyacht and I would like to do it this time with Octane.

In the past for similar work I have used lightwave and the H.O.T. using only the bump on a plane and getting a very low poly fantastic result
sea.

Im trying to reproduce the same process with Octane but the output of the H.O.T. seems to produce no valid output for octane.
Im trying to pass the output to some other node before putting it too but it seems to don't work too.

Any suggestion?
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juanjgon
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Hi,

You are going to need to export the displacement map from HOT to a texture file sequence to later use this sequence in Octane.

Thanks,
-Juanjo
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juanjgon
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Other option could be use the procedural input of the Octane texture node, but I'm not sure how HOT works inside LW.

Thanks,
-Juanjo
spigolo
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Thanks Juanjo!

No way to get the procedural output from H.O.T. at least with my knowledge..
I tried to put the displacement output in the texture node but nothing happen, tried to convert it in color but no way.
So at the moment I have outputted a sequence of images...it's a pity as it would be way simpler...
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LightwaveGuru
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juanjgon wrote:Hi,

You are going to need to export the displacement map from HOT to a texture file sequence to later use this sequence in Octane.

Thanks,
-Juanjo
You need nothing to export. You can render it directly out. You must also not update the scene with "full scene reloaded".
you have only to build the surface node in the node editor for the look and feel. (that mean the water shader from H.O.T for lw native its not in function).
i show the next days a example with H.O.T Water Displacement and the Output from the esri CityEngine 2016.1.
it works perfect!

snip lwguru
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LightwaveGuru
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spigolo wrote:Thanks Juanjo!

No way to get the procedural output from H.O.T. at least with my knowledge..
I tried to put the displacement output in the texture node but nothing happen, tried to convert it in color but no way.
So at the moment I have outputted a sequence of images...it's a pity as it would be way simpler...

You need nothing to export. You can render it directly out. You must also not update the scene with "full scene reloaded".
you have only to build the surface node in the node editor for the look and feel. (that mean the water shader from H.O.T for lw native its not in function).
i show the next days a example with H.O.T Water Displacement and the Output from the esri CityEngine 2016.1.
it works perfect!

Tipp

activate the H.O.T plug in under Obejct properties > Deformer > ....
you have only to build a water shader with the node editor...

snip lwguru
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LightwaveGuru
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here some examples...


https://www.youtube.com/watch?v=VMHtGds5IwY

https://www.youtube.com/watch?v=gnPqfdNpTOU

and here i talk a little bit about H.O.T and i show how it works...

https://www.youtube.com/watch?v=9yD8iAI-2UM

and here a very deep hack with a boat in combination with H.O.T

https://www.youtube.com/watch?v=1StTLCbv2Yk

snip lwguru
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spigolo
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yes, thanks,
but you need to use a plane with lot of polygons...

The advantage to use the H.O.T. shader is that you can use a single flat plane and get a very convincing sea (flat).

I have a model of a yacht that is around13-14millions of polygons and I was trying to don't have the sea too with millions of polygons...

the picture uploaded show it..(sorry the boat due to NDA is blurred) the sea is just a plane made with the 2d shader of H.O.T. bump output...
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LightwaveGuru
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spigolo wrote:yes, thanks,
but you need to use a plane with lot of polygons...

The advantage to use the H.O.T. shader is that you can use a single flat plane and get a very convincing sea (flat).

I have a model of a yacht that is around13-14millions of polygons and I was trying to don't have the sea too with millions of polygons...

the picture uploaded show it..(sorry the boat due to NDA is blurred) the sea is just a plane made with the 2d shader of H.O.T. bump output...
i know. the hot shader is lw native. (so build the water for example as displacment or as plane with lw native and comp it later)...

snip lwguru
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pryzm
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IIRC, you can use subd's for the plane as well. That way the poly hit is only at render time (which actually seems minimal even then).

bruce
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