Using Scripted Nodes

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

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gordonrobb
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Is there a way to use Scripted Node orbx files in the plugin?
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juanjgon
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gordonrobb wrote:Is there a way to use Scripted Node orbx files in the plugin?
Nope, sorry. Why do you need this feature?

-Juanjo
gordonrobb
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Becuase it seems the only way to get accurate metals (with proper IORs) is to use a special script node that was created by OTOY. Other than that it's eyeballing, using a falloff node.
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Goldorak
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juanjgon wrote:
gordonrobb wrote:Is there a way to use Scripted Node orbx files in the plugin?
Nope, sorry. Why do you need this feature?

-Juanjo
I think this is to use the script node Roeland made for metal materials with complex iOR in the standalone:

viewtopic.php?f=73&t=43973

Unlike the older global lua scripts, which only run in the SE, I believe scripted nodes are technically possible in the plug-ins( at least since 2.1 when they were added as a built-in type). I am not sure how they could be exposed in the host app UI, although in theory they could be treated no differently than a material macro from live DB.
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juanjgon
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Goldorak wrote: Unlike the older global lua scripts, which only run in the SE, I believe scripted nodes are technically possible in the plug-ins( at least since 2.1 when they were added as a built-in type). I am not sure how they could be exposed in the host app UI, although in theory they could be treated no differently than a material macro from live DB.
How I can get this script? It seems encapsulated in the .orbx file and I can't get the code. The same material in theory should be possible using the available Octane nodes, without scripts.

It is not easy in LightWave support this kind of nodes with variable inputs, outputs, parameters and so on, but I will try to work on it for Octane 3.

-Juanjo
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Goldorak
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juanjgon wrote:
Goldorak wrote: Unlike the older global lua scripts, which only run in the SE, I believe scripted nodes are technically possible in the plug-ins( at least since 2.1 when they were added as a built-in type). I am not sure how they could be exposed in the host app UI, although in theory they could be treated no differently than a material macro from live DB.
How I can get this script? It seems encapsulated in the .orbx file and I can't get the code. The same material in theory should be possible using the available Octane nodes, without scripts.

It is not easy in LightWave support this kind of nodes with variable inputs, outputs, parameters and so on, but I will try to work on it for Octane 3.

-Juanjo
You can use the standalone to unpack it and see the lua script.

Scripted nodes were an experimental feature in V2, but will be formally supported in V3 along with a script/module packager+validator for the node graph.
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juanjgon
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Ahhh, yes, sorry ... I didn't remember this feature in the Standalone :oops:

Try to emulate this script using the available nodes is going to be complex, so I will work in the support of the scripted graph node in the LightWave Octane 3 plugin.

-Juanjo
gordonrobb
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Sigh, so it's another feature I'll have to upgrade to get?
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Goldorak
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gordonrobb wrote:Sigh, so it's another feature I'll have to upgrade to get?
It's in the 2.x core engine, but not robustly nor officially. This is why it is not widely exposed outside of the 2.x Nuke plug-in, nor even turned on by default in the SE.

OSL and node module APIs in V3 will change the way this system works going forward in order to ensure it is production ready and interoperable across all future plug-in releases and host apps.
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juanjgon
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I had forgotten that you can use the scripted graph node right now if you use the LiveDB material node that opens the native Octane node editor and exposes all the available Standalone Octane nodes. You can even download the metal complex ior preset and use it without problems ;)

-Juanjo
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