If you are familiar with the old VRoom plugin this is an OSL shader that does something similar. However I'm not finding a way to get it to work with Octane. I think it might be able to, but I'm not finding a way.
If you have interest and can poke around on it, I'm sure others would be very interested in something like this for Octane.
Here is a link to the site I found some information about it. You can download the OSL shaders, which do come up in Octane with certain inputs and such. Just not finding a way to attach the texture to it as a projection... *shrug*
Let us know if you find anything out!
http://julius-ihle.de/?p=2451
OSL Shader like VRoom - Check it out
Moderator: juanjgon
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My guess is that some things would have to be adjusted in the shaders to address Lightwave. Anyone know how to take a stab at that?
@juanjgon any chance you would know what to do here?
@juanjgon any chance you would know what to do here?
Something like that has been done using the LW Octane plugin:
https://vimeo.com/262144475
I know that the only problem is that the LW plugin doesn't have a file input for the OSL nodes yet (because LightWave doesn't support these kinds of string nodes), so the texture file names must be hardcoded in the OSL shader code. I need to find a solution for this limitation.
Thanks,
-Juanjo
https://vimeo.com/262144475
I know that the only problem is that the LW plugin doesn't have a file input for the OSL nodes yet (because LightWave doesn't support these kinds of string nodes), so the texture file names must be hardcoded in the OSL shader code. I need to find a solution for this limitation.
Thanks,
-Juanjo
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Well, I tried hard coding a simple JPG into the OSL but didn't get anything. do you know if there are other changes that would need to be made to such OSL files for them to work with LW. I don't see anything particular in the files that point to anything specific....
Sorry, just know nothing about this OSL stuff. Learning about it just now, that we can begin to play with it!
Sorry, just know nothing about this OSL stuff. Learning about it just now, that we can begin to play with it!

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Does anyone know if Shaun Lee Bishop (creator of the Vimeo video using LW and Octane with OSL shader like VRoom) is here on these forums? I've posted a comment on his video on Vimeo...but no response as of yet.
Hi all,
I've had a bit of a hack at the code and got it working at my end. I'm hardcoding the texture into the OSL file, so you'll need to correct for your own file location. If you're on windows then make sure you use forward slashes in the path as shown. I've also had to tweak the co-ordinate system and modify the boolean pins to integers. All credit to Julius Ihle for making it in the first place!
Cheers,
James
I've had a bit of a hack at the code and got it working at my end. I'm hardcoding the texture into the OSL file, so you'll need to correct for your own file location. If you're on windows then make sure you use forward slashes in the path as shown. I've also had to tweak the co-ordinate system and modify the boolean pins to integers. All credit to Julius Ihle for making it in the first place!
Cheers,
James
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Very nice! Thank you so much for sharing. Juan, could you setup an alternate CUBE Map camera that saved out a CROSS shape, and then we could just CUT off the FRONT wall on bottom? Would save a bit of photoshop work.
Great work, very nice add to the tool bag, even if it's not perfect having to hardcode each surface. It's a start!
Great work, very nice add to the tool bag, even if it's not perfect having to hardcode each surface. It's a start!
Great ! Thank you very much !
Moreover in cinema 4d, there is an input slot for the template!


Moreover in cinema 4d, there is an input slot for the template!

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pxlntwrk.net
pxlntwrk.net
Here's an OSL camera that might do the trick...
It renders out 5 internal isometric isometric views of a room in a cross shape. In addition, the bottom left corner renders out a view offset to the right by one room width (place your midground objects here) and the top left corner renders out a view offset to the right by two room widths (place your curtain objects here)....
The offsets let you shift how close to the walls things get rendered from to avoid objects appearing in multiple views.
Make sure your room objects rest on the ground plan and are centered left/right and forward/backwards.
It's very messy and comes with no guarantees!
Good luck!
J.
It renders out 5 internal isometric isometric views of a room in a cross shape. In addition, the bottom left corner renders out a view offset to the right by one room width (place your midground objects here) and the top left corner renders out a view offset to the right by two room widths (place your curtain objects here)....
The offsets let you shift how close to the walls things get rendered from to avoid objects appearing in multiple views.
Make sure your room objects rest on the ground plan and are centered left/right and forward/backwards.
It's very messy and comes with no guarantees!
Good luck!
J.
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