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Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Thu Nov 22, 2018 10:39 pm
by pixym
Thank for this answer Juanjo.
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Fri Nov 23, 2018 12:37 am
by rustyippolito
In the Octane4 release notes, there is mention of direct support for substance in DCC plugins:
"Native Substance PBR Texture Integration
OctaneRender 4 now provides Substance PBR texture integration in DCC tools such as C4D and 3ds Max."
Is this going to be included in the 4.00.0.## cycle of the Lightwave plugin or do we have to wait for Octane2018.1?
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Fri Nov 23, 2018 12:39 am
by FrankPooleFloating
^ This?
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Fri Nov 23, 2018 12:45 am
by juanjgon
FrankPooleFloating wrote:^ This?
As far as I know, this is something done on the DCC side, not a feature native to Octane (in this case it should be available in the Standalone). At this point I'm not sure when something like that will be available in the LW plugin, but I'll check it.
Thanks,
-juanjo
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Fri Nov 23, 2018 12:59 am
by juanjgon
BTW. I suppose that you know that Oliver Hotz has an amazing tool to support Substance Painter inside LightWave that is also compatible with Octane and works like a charm
https://vimeo.com/264715230
Hope it helps,
-Juanjo
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Fri Nov 23, 2018 1:18 am
by FrankPooleFloating
Well, um, Juanjo, I actually didn't know about it, but.. er.. it appears that one would need Substance Automation Toolkit, which is licensed special from Allegorithmic on a per-customer basis.. which is likely out of reach for us regular folk...
Also, earlier I asked about possibly being able to use weights for various things, but then made the mistake of saying "just thinking out loud", which you may have taken a cue to not answer, but I am actually asking that. I would love to know if we could harness the power and ease of use of weights in 2018.1 to compliment our material workflow in Octane LW... Will we?
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Fri Nov 23, 2018 10:28 am
by juanjgon
FrankPooleFloating wrote:Also, earlier I asked about possibly being able to use weights for various things, but then made the mistake of saying "just thinking out loud", which you may have taken a cue to not answer, but I am actually asking that. I would love to know if we could harness the power and ease of use of weights in 2018.1 to compliment our material workflow in Octane LW... Will we?
The weight and other point attributes are going to be available as a texture node (it is in fact an OSL node) to be used inside the shaders setup like any other texture. For example you could use the float weight value as a mask to mix to textures, or a color point map to use this color directly in the material, or as a texture multiplier, or anything else.
This is this feature working in the Houdini plugin, and in the LW plugin, it should be the same.
Thanks,
-Juanjo
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Fri Nov 23, 2018 12:38 pm
by FrankPooleFloating
YES!!! Thanks J!

Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Sat Nov 24, 2018 12:14 am
by FrankPooleFloating
Render Region and Denoiser are not playing nice together. Sometimes crashing at end of render, other times not... I'll try to investigate. Also, I got a crash earlier resizing my IPR window (dragging bottom-right corner to scale it bigger)...
Re: OctaneRender™ 4.00 for LightWave™ - stable build 4.00.0.21
Posted: Mon Nov 26, 2018 4:08 pm
by FrankPooleFloating
I have to tell you Juanjo, it would be kinda cool to have an Abort with Denoising button in F9s, if it were doable. Button would be present if Denosing enabled, and "Denoise on completion" is ticked...