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Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Sun Mar 31, 2013 2:13 am
by juanjgon
gordonrobb wrote:But float node doesn't have an input. It is just an output, that outputs a value. It can go into power for example, but can't take an input.
This option is available inside the Image Texture node ... you can load a color image, but if you set the node type to "float image", it is converted to gray scale and uses three less GPU memory than a color image.
-Juanjo
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Sun Mar 31, 2013 2:19 am
by juanjgon
marchermitte wrote:
I was thinking also that beeing able to link the focal point to a null for instance would be a great and fast way to animate dof in a scene.
.
This feature is easy using the node editor ...
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Sun Mar 31, 2013 8:50 am
by gordonrobb
juanjgon wrote:gordonrobb wrote:But float node doesn't have an input. It is just an output, that outputs a value. It can go into power for example, but can't take an input.
This option is available inside the Image Texture node ... you can load a color image, but if you set the node type to "float image", it is converted to gray scale and uses three less GPU memory than a color image.
-Juanjo
Yikes, how'd I miss that's. thanks.
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Sun Mar 31, 2013 11:54 am
by gordonrobb
Wow, focal depth using nodes works a treat - animatable too.
[youtube]http://www.youtube.com/watch?v=BYkAOjlexbQ&feature=youtu.be[/youtube]
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Sun Mar 31, 2013 12:36 pm
by juanjgon
gordonrobb wrote:Wow, focal depth using nodes works a treat - animatable too.
The power of nodes
-Juanjo
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Sun Mar 31, 2013 1:46 pm
by UnCommonGrafx
My bad.
Use the texture node. Change it from "Color" to "Float". No need to use the Float node when working with a texture.
Made me look...
Thanks.
p.s., I'm sure you already figured this out. Edit: and the group has already corrected and added some nuggets!
gordonrobb wrote:But float node doesn't have an input. It is just an output, that outputs a value. It can go into power for example, but can't take an input.
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Mon Apr 01, 2013 10:52 am
by gordonrobb
Cheers Guys. I have been trying to copy some of the settings from materials in the LiveDB on Standalone version. However, some of them have images as part of their setup. Is there any way to get these images? Or is there a way to get the LiveDB textures into Lightwave better?
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Mon Apr 01, 2013 11:01 am
by juanjgon
gordonrobb wrote:Cheers Guys. I have been trying to copy some of the settings from materials in the LiveDB on Standalone version. However, some of them have images as part of their setup. Is there any way to get these images? Or is there a way to get the LiveDB textures into Lightwave better?
AFAIK this images are stored in a directory when you download a liveDB material using Standalone, check the Standalone preferences, they must be there.
-Juanjo
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Tue Apr 02, 2013 11:22 am
by giacob
I have some problem with licensing.
My lightwave plugin works regurarly without problems, but if i open the standalone edition it says that the account is not actvivated and i should deactivate etc. etc...
Whats the matter with that?
How come standalone edition seems to be not activated while beeing activated (otherwise the plugin wouldnt work and instead it does)
Re: OctaneRender™ for LightWave™ build 0.10.2 released
Posted: Tue Apr 02, 2013 2:24 pm
by juanjgon
giacob wrote:I have some problem with licensing.
My lightwave plugin works regurarly without problems, but if i open the standalone edition it says that the account is not actvivated and i should deactivate etc. etc...
Whats the matter with that?
How come standalone edition seems to be not activated while beeing activated (otherwise the plugin wouldnt work and instead it does)
I am not sure about this problem. What is the error message?, perhaps you must activate the Standalone license using the same Standalone program befor use it.
-Juanjo