Lightwave Plugin Help

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

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tmclemons
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I am the proud new owner of Octane Standalone and the Lightwave Plugin. I am still navigating through using the lightwave plugin. I am utilizing the aspects of GPU rendering in my Thesis work for my MFA and i started this topic to assist newbie navigation through the plugin.

My first question is why does my lightwave crash after I forced Octane to render in a fixed time vs max samples per frame?

How does someone utilize the lightwave material slot in the node editor for surfacing?

Thanks for any help.
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juanjgon
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Hi,

I have not seen crashes before with the render by time option. Always crash with any scene?

What lw version are you using?

About the lw material inputs, they are used to render a octane scene with the lw native renderer. Octane cant render the lw material nodes.

-Juanjo
UnCommonGrafx
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http://www.genesisvisual.com/LWOctane_d ... ction.html

I found the LW docs after Juanjo told us where to look; they are kind of buried in the announcement page.
Having a look at that doc will get you a long way.
Robert
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juanjgon
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Thanks, sorry, I am now out only with phone and I dont have here the docs links.

-Juanjo
tmclemons
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Thanks for the reply, upon further experimentation I found that the crash message for lightwave appears after a fixed time frame render, but if I wait a couple moments it goes away. It may just be lightwave lagging a little bit. As for the other issue I will check the documentation link.

Thanks,
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UnCommonGrafx
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Juanjo did answer you. :) I didn't get it the first time, either.

It no workie; it's a a pass-through for the LW material to be used when you are rendering within LW. For example, suppose you want a look for one object from vpr, for example, combined with a render from Octane. Using the LW material hookup, you can create one look with the LW materials, another with the Octane materials, and have them render in their respective renderers.
CPUvsGPU code here...
Handy for letting you know what it's going to approximately look like instead of a luminous white blotch, especially.
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juanjgon
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UnCommonGrafx wrote:Juanjo did answer you. :) I didn't get it the first time, either.

It no workie; it's a a pass-through for the LW material to be used when you are rendering within LW. For example, suppose you want a look for one object from vpr, for example, combined with a render from Octane. Using the LW material hookup, you can create one look with the LW materials, another with the Octane materials, and have them render in their respective renderers.
CPUvsGPU code here...
Handy for letting you know what it's going to approximately look like instead of a luminous white blotch, especially.
I want to add a custom color (or perhaps a random one) in all Octane nodes to allow see the Octane scene in the LW VPR window without link any LW material. You can use this flat colors LW VPR preview for example to select a material using the VPR material picker (at least until Octane has it's own material picker).

-Juanjo
tmclemons
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Cool Juanjo thanks,

I am going to dive into this and try it out :D
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tmclemons
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My next question, considering the lightwave plugin is in beta works is it possible that surface deformation will be available in the future or does that go against the way octane works?
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UnCommonGrafx
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LW deformations do work.
Bones, the deformation tab, etc., all good to go.
Or did I miss it?
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