OctaneRender™ 2.1 for LightWave™ - Daily builds

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

Moderator: juanjgon

atnreg
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Location: Helsinki, Finland

Thanks for the update, the list of improvements/fixes is impressive once again :o :)

But I have problem: I can't get Lightwave Material input to work at all :o
This problem was in previous version and latest update made no difference for this.

No matter what I connect to e.g. Octane Diffuse Material's Lightwave Material input, nothing happens. Even the original LW material node Standard does not give even the color, the color is still the one set in Octane Diffuse Material no matter what I set in LW Standard node :o

Searching manual or forum for this is useless as word 'material' is ignored :(
Also there is no explanation of this pin in the Octane Material nodes part of the documentation (but of course it should be obvious if it works as expected).

I desperately need LW materials for gradients to make candle flame, the Octane gradients don't have enough features for that (e.g. transparency) and for gradient2 I don't even understand how the key positions can be adjusted :o If Octane gradients can produce similar features as LW gradients (color/transparency smoothly by keys) then please tell me how :)

I played with dragon_materials_override scene and it seems that there is indeed a bug.
No matter what setting I change, nothing happens even if I reload the IPR :(
In the examples the color is the same in Diffuse material as in LW Standard but if I change the Standard color, nothing happens. Changing Diffuse color changes the color. Also none of the settings in Standard material have any effect.
In dragon_glossy the colors are brownish but the object appears as blueish. The diffuse and glossy dragons look almost the same and adjusting glossiness has no effect.

Has someone got any of the above to work? If so, please tell me how :)

Also how the nodes like Dirt get the color? The LW Color does not affect and there is no color setting in Dirt texture and of course material's Diffuse is disabled when it comes from Dirt :o :o
(tried to play with dragon_dirt.lws but cannot change the main color)
This same problem is with many other similar nodes.

Please help me :)

Antti
AMD Ryzen Threadripper 2990wx (32c/64t),64GB RAM,NVIDIA GTX 1080ti,Win10
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun :)
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juanjgon
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The LightWave material input in the Octane materials is there only to make possible to have object ready to be used with both Octane and the LightWave native render engine. While rendering with Lightwave native renderer, the LW material linked to this input is going to be used and the Octane one is ignored. While rendering with Octane, the LW material is ignored:
http://render.otoy.com/manuals/Lightwave3D/?page_id=137

All the LW materials or LW nodes can't be supported by Octane. They are CPU nodes, and can't be evaluated by Octane at render time.

About the dirt node, you can use the texture multiplier node to modulate any color or texture with it. Link the dirt node to one input of the texture multiplier node, and a RGB color node or any texture to the other input.

-Juanjo
atnreg
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Location: Helsinki, Finland

juanjgon wrote:The LightWave material input in the Octane materials is there only to make possible to have object ready to be used with both Octane and the LightWave native render engine. While rendering with Lightwave native renderer, the LW material linked to this input is going to be used and the Octane one is ignored. While rendering with Octane, the LW material is ignored:
http://render.otoy.com/manuals/Lightwave3D/?page_id=137

All the LW materials or LW nodes can't be supported by Octane. They are CPU nodes, and can't be evaluated by Octane at render time.
Ah ok, too bad but I understand. I misunderstood that earlier :(
I'll need to experiment with Procedural inputs then :)

And is it true that the Octane gradients only can be used to change colors, not transparency?
And how the key positions are defined in gradient2?
juanjgon wrote: About the dirt node, you can use the texture multiplier node to modulate any color or texture with it. Link the dirt node to one input of the texture multiplier node, and a RGB color node or any texture to the other input.
-Juanjo
Ah ok, never even thought about that, thanks :)

Thank you again!

Antti
AMD Ryzen Threadripper 2990wx (32c/64t),64GB RAM,NVIDIA GTX 1080ti,Win10
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun :)
ristoraven
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"New feature to export the scene to an alembic .abc file while rendering the sequence with F10. This alembic file can store all the geometry information, the geometry animation and the camera parameters and animation. There is a new tab in the render target root node panel to support this new export feature. The export to .abc file is only avaliable in update scene mode."

So.. I can export the animation with f10 to .abc, import it to the Standalone and all works? I can knock my self out with LiveDB?

:shock:
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juanjgon
Octane Plugin Developer
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Location: Spain

ristoraven wrote:"New feature to export the scene to an alembic .abc file while rendering the sequence with F10. This alembic file can store all the geometry information, the geometry animation and the camera parameters and animation. There is a new tab in the render target root node panel to support this new export feature. The export to .abc file is only avaliable in update scene mode."

So.. I can export the animation with f10 to .abc, import it to the Standalone and all works? I can knock my self out with LiveDB?

:shock:
You can export the animated geometry and the camera to an alembic file, but an alembic file can't have the render target or shading information, so you need to resurface the scene in Standalone.

-Juanjo
ristoraven
Licensed Customer
Posts: 390
Joined: Wed Jan 08, 2014 5:47 am

juanjgon wrote:
ristoraven wrote:"New feature to export the scene to an alembic .abc file while rendering the sequence with F10. This alembic file can store all the geometry information, the geometry animation and the camera parameters and animation. There is a new tab in the render target root node panel to support this new export feature. The export to .abc file is only avaliable in update scene mode."

So.. I can export the animation with f10 to .abc, import it to the Standalone and all works? I can knock my self out with LiveDB?

:shock:
You can export the animated geometry and the camera to an alembic file, but an alembic file can't have the render target or shading information, so you need to resurface the scene in Standalone.

-Juanjo
Yup, that´s what I thought. That I make the animation in LW with very basic surfaces, nothing fancy, then send the package to Standalone and texture it there thoroughly.

This. Sounds. Awesome. :)

Thanks Juan.
BorderLine
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Hi Juanjo,
Very impressive with the GTX 980! Much faster!
Always slow down problem on the middle screen if I want to move the render window (Configuration 3 screens) when rendered IPR or final.
Thank you, good job!
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MrFurious
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IPR to ignore Null Objects.... pleeeeeaze :cry:
Dino Inglese
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Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
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BorisGoreta
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Why isn't it possible to render using only the network node ?
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abstrax
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BorisGoreta wrote:Why isn't it possible to render using only the network node ?
Because Octane can do some things only on local GPUs.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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