Hello Juanjgon
Thank you for the quick reply.
I did a more in-depth analysis and I think I found something interesting.
It's a bit difficult to explain so I send screenshots with my explanations.
And the .orbx files from the localdb files.
My material in Lightwave is a mixed material (Universal material + Toon material with toon ramps and Dirt textures + rounded edges)
I found a way to import my material into Houdini and I will describe step by step what I did;)
1- From Lightwave I exported with octane export package as .orbx (LW_scene_test.orbx)
The next logical and simple step for me was to import this into Houdini with the LiveDB panel but no luck in Houdini (crashed). So I tried other software (C4D and Blender) Blender and Lightwave failed, but C4D managed to import the .orbx (the funny fact is that C4D created 3 shader balls from my .orbx.
(LW_scene_test, Toon Material and a Universal Material)
2- I tested each shader on a C4D model and all the shaders worked.
Then I saved the 3 shader in the LiveDB and it overwrote the original .orbx. The one that didn't work in any other software. (LW_scene_test.orbx)
Then I tried them in Blender and Lightwave with no issues.
3- then I go back to Houdini and I try the same. One of the 3 shaders failed (LW_scene_test) (ERROR: this liveDB material has a node not supported by the plugin: NT_OUT_Material) Despite these errors the LW_scene_test material appeared in the tree view.
I checked the network and found that it was possible to grab the nodes from each material and merge them together into a new material. I now have the same network I had in Lightwave but had to go through C4D! ...
I wonder why C4D is the only one that can import my .orbx from Lightwave ...
C4D was able to import easily and in one go!