Using Scripted Nodes
Moderator: juanjgon
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Is there a way to use Scripted Node orbx files in the plugin?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
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.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
I think this is to use the script node Roeland made for metal materials with complex iOR in the standalone:juanjgon wrote:Nope, sorry. Why do you need this feature?gordonrobb wrote:Is there a way to use Scripted Node orbx files in the plugin?
-Juanjo
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.
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.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.
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.juanjgon wrote: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.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.
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
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.
Ahhh, yes, sorry ... I didn't remember this feature in the Standalone
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

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
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Sigh, so it's another feature I'll have to upgrade to get?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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.gordonrobb wrote:Sigh, so it's another feature I'll have to upgrade to get?
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.