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Re: Lightwave Octane Material library
Posted: Wed Sep 04, 2013 11:07 pm
by juanjgon
Could be possible also to share the full scene with the geometry and the maps? ... could be great add it to the plugin sample scenes.
-Juanjo
Re: Lightwave Octane Material library
Posted: Thu Sep 05, 2013 3:25 am
by geo_n
Thanks guys for sharing some materials.
Re: Lightwave Octane Material library
Posted: Fri Sep 06, 2013 8:22 am
by sigmamoon
Very nice cleaver idea
i ll put some of mine, even if i m not the best for texturing, but it could help some guys
nice job sharer
Re: Lightwave Octane Material library
Posted: Fri Sep 06, 2013 10:37 pm
by marchermitte
Yes, thank you. I was stuggeling trying to get a decent skin shading network... great timing!
Re: Lightwave Octane Material library
Posted: Thu Oct 24, 2013 7:57 am
by sigmamoon
hello everybody
i wonder if someone know if we can download the basic scene shader of octane standalone. with same ball texture and same studio light, to try to provide the same scene at the lightwave community and everyone has put their disposal texture more visually.
thank you
Re: Lightwave Octane Material library
Posted: Mon Oct 28, 2013 3:24 pm
by electric_eric
gordonrobb wrote:This is the skin shader to beat all skin shaders. Thanks to TonyScultptor
SkinLW.jpg
Hi, This shader looks great - Having not used these type of shaders before I wonder if someone could advise on what to do to get it working?
In the surface editor I hit load and select the New Skin.srf...it then asks me for a load of image files whicj i dont have.
Any ideas?
Thanks
Re: Lightwave Octane Material library
Posted: Thu Oct 31, 2013 2:26 am
by NemesisCGI
Don't know if any of you look at the standalone's Live DB. There's a ton of materials there.
You'll have to go through them to work out how to set up the nodes in Lightwave, but it's a great insight on how to create your own materials.
It's a shame you can't export them though.

Re: Lightwave Octane Material library
Posted: Thu Oct 31, 2013 9:05 am
by gordonrobb
electric_eric: Sorry, I set up the node for my uses, which had textures applied. Therefore when you load it, it will look for textures. If you look at the material in LiveDB, I believe it's set up to work with out textures. However, textures are what will make it realistic. All you need to have is a colour/diffuse map, a spec map, a roughness map (I think I may have used the spec map adjusted) and a bump or normal map. Really you'll want these if you're going to have any chance of it looking real.
NemesisCGI: that was the main reason for this thread. So that anyone who had gone to the trouble of converting, or creating their own, could drop them here for others to benefit from. I haven't done anything with octane for a while, but will definitely get back to populating the material library.
Re: Lightwave Octane Material library
Posted: Thu Oct 31, 2013 12:32 pm
by NemesisCGI
@gordonrobb
Cool, a very good idea too.

I've not really used nodes much so it's a small learning curve for myself too.
Love the skin shader. Looks great & renders well. Thanks.

Re: Lightwave Octane Material library
Posted: Sun Jan 12, 2014 2:42 pm
by gordonrobb
Trying some brushed metal surfaces. These use a procedural to get the brushed striations. One has a falloff for spec the other doesn't. Which one looks best, and I can save them to the thread.