Blending mode ?

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

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OlaHaldor
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I've previously created a terrain in World Machine with a handful of different masks and things that I put together using different blending modes to get an interesting effect in the raw render.

I was looking for a way to do the same in Octane, but I have no idea how I'd even start dealing with that. Is there any chance we could have blending modes either as a node by itself or in the Mix Texture node ?

Such as soft light, overlay, screen etc.
Modo & LightWave 3D | Win 10 x64 | RTX 2080 Ti | Threadripper 2920x | 128GB
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juanjgon
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Nope, sorry, currently you only have the mix parameters available in the Octane texture or material mixer node.

But perhaps if you can build your texture tree using LW nodes, you could use the rasterization feature of the TextureImage node to plug your final texture in Octane:
http://render.otoy.com/manuals/Lightwave3D/?page_id=564

-Juanjo
3dreamstudios
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juanjgon wrote:Nope, sorry, currently you only have the mix parameters available in the Octane texture or material mixer node.

But perhaps if you can build your texture tree using LW nodes, you could use the rasterization feature of the TextureImage node to plug your final texture in Octane:
http://render.otoy.com/manuals/Lightwave3D/?page_id=564

-Juanjo
Would this rasterization work with an entire LW node TREE or is it still limited to just what Octane can see at render time? Meaning can we use other math nodes and such that Octane Typically can't use?
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juanjgon
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In theory you can use all the LightWave nodes that don't need information at render time, for example the 2D and 3D Textures, Constant, Functions, Math or Tools. Nodes like Shaders or Materials are not going to work.

This node tree is preprocessed before init the Octane rendering, building a raster image that is used as texture map in Octane.

-Juanjo
OlaHaldor
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Just coming back to this one because I'm in the same position again where I'd like to use some image maps to blend on top of the color map.
I cannot use procedurals because I've made specific effect image maps in World Machine which would be insane to reproduce as procedurals.

Still a no go I see in Octane 3. Know if this is planned for future updates?
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milanm
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OlaHaldor wrote:Just coming back to this one because I'm in the same position again where I'd like to use some image maps to blend on top of the color map.
I cannot use procedurals because I've made specific effect image maps in World Machine which would be insane to reproduce as procedurals.

Still a no go I see in Octane 3. Know if this is planned for future updates?
Hi

Nice to see I'm not the only one from LGG here ;)

Here's a workaround for blendmodes, you might find it useful. It's for C4D but it's using only native Octane nodes so it's nothing that can't be done in Standalone and most Plugins.
It's based on MixTexture, Multiply and Gradient nodes. I'm not using LW, well at least not on anything other than my Amiga 1200 8-) So maybe Juanjgon could help you out with how to set this up in LW plugin.

viewtopic.php?p=284085#p284085

Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
OlaHaldor
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Haha! Funny how colorists seem to stick together one way or another in other creative ways than just color. 8-)

I'll check the link. Thanks Milan!
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MichaelT
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juanjgon wrote:In theory you can use all the LightWave nodes that don't need information at render time, for example the 2D and 3D Textures, Constant, Functions, Math or Tools. Nodes like Shaders or Materials are not going to work.

This node tree is preprocessed before init the Octane rendering, building a raster image that is used as texture map in Octane.

-Juanjo
Hmm, but there is a Lightwave materials input in octane diffuse Material for instance. Are you saying it does nothing?
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juanjgon
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MichaelT wrote:Hmm, but there is a Lightwave materials input in octane diffuse Material for instance. Are you saying it does nothing?
This input is used to link LightWave materials to be used by the LightWave native renderer. The purpose of this input is to make possible use the same object with both engines. Octane can't work with the CPU based LightWave material nodes.

Thanks,
-Juanjo
MichaelT
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Aha :) I see.. I didn't know that. Good, it saves me the hassle of creating two versions then :D It was probably in the manual too, but I am terrible at reading manuals. :oops:
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