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Lightwave vs Cinema 4d importing of DAZ & iClone FBX's

Posted: Mon Oct 05, 2015 5:41 pm
by griffithpictures
Hi everyone. When I export an animation from DAZ 3d or to FBX, it imports practically ready to render in Cinema 4d with Octane. I just need to invert a few transparency maps. However, not with Lightwave / Octane. There I need to go in 1 surface at a time and re-setup the octane textures. Is there a way to make lightwave read non-Octane materials the same was that Cinema 4d does? BTW, here's the cinema 4d render test that I did...
https://vimeo.com/138461596

Re: Lightwave vs Cinema 4d importing of DAZ & iClone FBX's

Posted: Thu Oct 08, 2015 10:34 pm
by griffithpictures
Sorry forgot specs

Mac Pro OSX10.9.4 | Geforce GTX 780 6gb | 2x 3.46 Xeon | 64GB RAM
& BOOTCAMP Windows 8 same system

Re: Lightwave vs Cinema 4d importing of DAZ & iClone FBX's

Posted: Fri Oct 09, 2015 8:04 am
by juanjgon
I don't know how the materials are imported in LightWave from DAZ using FBX. You have a tool in the material nodes to get the "T" texture layers from the LW base materials. This could help, but anyway you are going to need to setup at least the material node for each surface.
https://docs.otoy.com/Lightwave3D/?page_id=581

-Juanjo

Re: Lightwave vs Cinema 4d importing of DAZ & iClone FBX's

Posted: Thu Oct 22, 2015 8:14 pm
by griffithpictures
Thanks for the reply. The FBX part might be irrelevant to my question. What I mean is when I import an FBX, I get a series of textures with the "T" in lightwave. That's standard for Lightwave. Just as in Cinema 4d, the textures come assigned. The difference is, Octane will... once applied in C4d, be able to read Cinema 4d textures and images that have not been changed to Octane materials allowing for a faster workflow for simple renders. Whereas with Lightwave... you gotta go in and reassign textures one at a time... a long and slow process. Anyway to have Octane look at basic Lightwave textures and take a "best guess" as it seems to do with Cinema 4d?

-Jesse

Re: Lightwave vs Cinema 4d importing of DAZ & iClone FBX's

Posted: Fri Oct 23, 2015 12:27 am
by juanjgon
Currently as you can see in the previous doc, your best workflow is to enter in the node editor of each material, add a material node and use the get the texture nodes from the material “T” texture layers feature. This function is going to create all the texture image nodes available in the "T" channels and link them to the material node ... you only need a few clicks in each material.

LightWave 2016 is going to deprecate the current surface editor, so I think that there is not going to be more development in the line to support features of the current LW material editor that soon is going to be obsolete.

-Juanjo