Standalone 1.50 - do we need to do anything

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

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gordonrobb
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I was wondering if we need to do anything about this, or will there be an associated plugin 1.50 that ties in with the standalone?

Also, to ask the same question here that I have just asked in the general one....

How do I more formally get involved with reporting bugs and/or feature requests. Up till now, I have just being discussing things here, and while you (Juan) get what you can sorted very quickly, I very often don't see much movement on the things that require the Standalone to change. Is there a formal process for reporting bugs, or feature requests. I am genuinely concerned that there are a lot of people getting very disillusioned with the the software, and it's development. It is a superb programme, with immense potential, but there are just a few things that stop it being immediately usable in a lot of people's pipeline. And we need to get that fixed, before people start voting with their wallets. :)
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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juanjgon
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Soon I will release the plugin with the 1.50 Octane core, but anyway all the new features are available in the current beta. The fina l1.50 release only has a few bugs fixed.

About Octane feature requests, I think that currenly you should post them in the main forums. I don't know other formal process for reporting bugs or feature requests

-Juanjo
gordonrobb
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Hmmm, I'll wait to see how my reply in the main forum is answered then.

I have one big feature request for the plugin though :)

I know you had said that there were SDK limitations but....

Would love it if you could find anyway (hack or otherwise) to have Normal Lightwave nodes (procedurals, or colour information for example), plug into (in any way), the octane system. LW's ability to manipulate procedurals and gradients is just too useful to not have. At the moment everything I try to do with octane (in terms of texturing) is hampered by the lack of procedurals and/or gradients, and I really don't think that's going to change soon in the plugin.

Thoughts?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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juanjgon
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As you know only Octane GPU nodes can be used with Octane renderer. There is no way to use Lightwave CPU shaders or materials or gradients with Octane. I could add some kind of support for procedurals, it is planned for the 2.x cycle, but they are not going to be true procedurals, because I am going to need to rasterize them to a limited resolution image maps.

I hope to see more native Octane GPU nodes along the next 2.x developmet cycle.

-Juanjo
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dionysiusmarquis
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lyyn
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I Juan ;)
I don't know if it's possible but a particle render system included in Octane will be awsome ;)
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juanjgon
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lyyn wrote:I Juan ;)
I don't know if it's possible but a particle render system included in Octane will be awsome ;)
You can now render a particle system if you use it as source for a instancer.

-Juanjo
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geo_n
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juanjgon wrote:There is no way to use Lightwave CPU shaders or materials or gradients with Octane.
I would be satisfied if lwoctane plugin could translate the surface info of a lwo model. I don't know if its impossible but if octane standalone can read surface info from obj files and translate them to basic octane materials, then surely its possible to read lwo files which are textbased then translate the basic surface settings that lwoctane plugin can read and render in layout. I haven't checked how modo octane works but no one has mentioned needing to create new materials from scratch.
Biggest drawback for octane is I have a large library of models which I'm not going to manually redo all materials.
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