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Lightwolf
09-14-2010, 09:34 AM
We've just released a new version of db&w Tools.

db&w Tools V1.7 includes a new pixel filter plugin and small cosmetic fixes.

More information is available on our website (http://www.db-w.com/content/view/152/78/).

Kudos to David B. for bugging us :)

Cheers,
Mike

dballesg
09-14-2010, 10:23 AM
Kudos to David B. for bugging us :)

Thanks to you for that little new addition, really is a gem! :)

David

Iaian7
09-14-2010, 03:12 PM
Downloaded! Thank you so much for this, I use DB+W tools in pretty much every project. You're a Godsend!

One question though - is there any advantage to using the depth limiter pixel filter over Lightwave's own limit depth setting in the render options?

Lightwolf
09-14-2010, 04:19 PM
One question though - is there any advantage to using the depth limiter pixel filter over Lightwave's own limit depth setting in the render options?
Well, according to David it doesn't really work as expected, he got some really wonky results when trying it out.
And instead of playing with it I then just decided to try the "let's quickly code up a plugin" solution. Apparently it worked ;)

Cheers,
Mike

dballesg
09-14-2010, 04:32 PM
Well, according to David it doesn't really work as expected, he got some really wonky results when trying it out.
And instead of playing with it I then just decided to try the "let's quickly code up a plugin" solution. Apparently it worked ;)

Cheers,
Mike

Well it kinda works. The problem it's The Z Buffer Min and Z Buffer Max are very sensitive values. Specially if you got your object against a Gradient Backdrop or a Texture Enviroment, the Depth Buffer AA will NOT antialias the edges of the object against the backdrop. Because it's too far away.

Talking with Mike the only workaround was to put a 100% transparent sphere with the polys looking inwards, and isolate it from Rays and Radiosity as well as from ALL the lights on the scene (so it didn't affected the xStream render). And activate the Depth Buffer AA. That worked but was a hassle.

So he coded this little gem! :)

And always save your Depth pass as a 32 bits format!!! I was making that mistake as well.

David

Lightwolf
09-14-2010, 04:38 PM
Well it kinda works. The problem it's The Z Buffer Min and Z Buffer Max are very sensitive values.
Which is pretty much what I meant by "not as expected". Thanks for clarifying.

And always save your Depth pass as a 32 bits format!!!
32bit float that is... even though 16-bit float works as well.

Cheers,
Mike

Iaian7
09-14-2010, 05:18 PM
Cool, thanks for the clarification everyone!

Lightwolf
09-14-2010, 05:25 PM
Cool, thanks for the clarification everyone!
So we're all clear now? :D

Great, I'll need to think of another way to confuse the heck out of people then... :confused:

Cheers,
Mike

ASCIISkull
09-15-2010, 09:52 AM
That new plugin solves a problem I hadn't fully thought through yet- thank you!

Lightwolf
09-15-2010, 10:01 AM
That new plugin solves a problem I hadn't fully thought through yet- thank you!
Haha... I wish I could write code like that (solving a problem before I think through it that is) ;)

Cheers,
Mike