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Thread: Discussion for the New Render Buffer Workflow Blog Post

  1. #46
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by kolby View Post
    Awesome stuff.
    But, "coverage" is missing in the list of buffers. Is that list complete ?
    No, the list is not complete yet.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

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  2. #47
    Thank you, thank you, thank you for addressing the buffers and compositing!

    Years ago when Newtek offered DFX+ (Fusion's baby bro) with lightwave I remember getting so frustrated with the crazy node flows and hacks necessary to re-create lightwave's renders. This will be such a huge time saver for those "I know you just spent 5 days rendering, but can we change the strength of this light" scenarios.

  3. #48
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by khan973 View Post
    Awesome !
    I saw Bucket Size in the render propoerties, will we have Bucket rendering across renderfarm ???
    Quote Originally Posted by khan973 View Post
    Will we have tone mapping ?
    Not in LightWave Next.

    - - - Updated - - -

    Quote Originally Posted by MrWyatt View Post
    can we have a list of all buffers please. to see if you missed some. it happened before you know.
    When it's finalised, yes.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

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  4. #49
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by raw-m View Post
    Very nice, really looking forward to this! I can see that viewing the buffers in VPR would benefit from being a floating window, so you can quickly click buffers without going through a drop-down each time(?). Other than that, can't wait
    We can absolutely see the need. Could be also done in a different way maybe, key shortcut for example.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

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  5. #50
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by Waves of light View Post
    Lino - this is looking cool.

    How is the new depth buffer calculated.. will it be the same parameters as the current z buffer or will it be more like Fog, allowing start and end points from the camera?
    Whuch way would you like most?



    Quote Originally Posted by Waves of light View Post
    And will the buffers we see in the demo be the defaults? Interesting, it looks like you have some setup based on your lights (which appear at the bottom of the buffer menu). Is this where the direct/indirect buffers come into play (some lights are part of certain buffers and some are not)?
    Light Buffers have not been propely implemented yet. We're working on it.

    - - - Updated - - -

    Quote Originally Posted by mummyman View Post
    I might have missed it, but is there any link to splitting out objects for passes easier with this new Buffer Setup?
    Not in LightWave Next, but something we consinder very important.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

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  6. #51
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by joseba View Post
    I think it would be nice to have a reminder of the buffer you are previewing, near the VPR text.
    Just like this mockup:

    Attachment 132010
    We agree, that would be very welcome.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

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    http://www.youtube.com/user/Official...?feature=watch

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  7. #52
    Hardcore Lightwaver Photogram's Avatar
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    Whoohoo!! That is a great new renderer!

    Multipass system is the next step i think and will be even more usefull for top level compositing.

    Please show us any render example with dilectric material. Like transparent Plastic or glass..

    Bravo LW3DG!

  8. #53
    TD/Animator lino.grandi's Avatar
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    And thank you for all your positive comments!
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

    LightWave 3D Group YouTube channel:

    http://www.youtube.com/user/Official...?feature=watch

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  9. #54

  10. #55
    Medical Animator mummyman's Avatar
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    Lino, is there a straight Ambient Occlusion pass? Rather than having it mixed in?

  11. #56
    Visualization FreeLance THIBAULT's Avatar
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    I like "Lightwave Next" ! Good job Team ! An approximate release date would be nice !

  12. #57
    Yeah, I hope the next/new AO pass is just a override shader type, and doesn't require GI.
    http://nitelightstudios.com/

    Graphxs@sbcglobal.net

    Tony Prohl
    Director of Art and Design
    DGN Games

  13. #58
    Electron wrangler jwiede's Avatar
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    (edited now that I've read Lino's responses to earlier Qs)
    Quote Originally Posted by kolby View Post
    Awesome stuff.
    But, "coverage" is missing in the list of buffers. Is that list complete ?
    Yeah, I noticed that as well, will there be "coverage" buffer support finally in this coming release? Or is that coming "further down the road"?

    Thanks, really liking what I've seen of the UX and workflow for buffer management thus far! It's nice to see LW finally catching up with other major packages in this important renderer functionality.

    My only qualm is that I think object matte/breakout pass support is such a critical part of the "3D render passes for compositing" workflow, that not having that present in the UX/workflow yet makes it difficult to evaluate whether the UX/workflow will actually "work", and do so efficiently (hopefully that makes sense, if not I can try to clarify).

    There will be some provision for object matte/breakout buffers within the upcoming release, right?!?! (IMO) it is much too critical a part of modern 3D+compositing workflow to omit such functionality completely from the coming release. That said, I don't see how the existing support (f.e. as in LW11/2015) could continue to function in the new system. Basically, I just wanted to confirm the next release has some provision for generating object mattes/breakout buffers/passes, and ask if you could clarify that workflow within the reworked buffer management system? I'm just trying to make sure object mattes/breakouts are still viable and efficient, even if not in their "final form".

    Oh, and one more Q: I'm thrilled to see the new system's VPR supports being put in its own window, thanks! Are there limits now as to how many distinct VPR viewports / viewport windows can exist? Just wondered what they were, and what (if any) other limitations are present in that functionality?
    Last edited by jwiede; 01-22-2016 at 02:15 PM.
    John W.
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  14. #59
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    Looks like a Really positive change. When I was at FI. were were told to work with the assumption that the shows would some dtay be done in Hi-Def, and they just wanted to hit the re-render button, so we ended up doing a lot more directly in LW than we should have and we could have saved a lot of heartache if we just used a few external programs. I can't imagine it being done that way today.

  15. #60
    Super Member JohnMarchant's Avatar
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    The is allot of emphasis on LightWave Next, sounds a little bit more than an internal name when you capitalise it.

    Really, really like the way 2016 is shaping up indeed. These new blog updates to the renderer and other stuff really make me feel like is used to do about LW.

    Im sure you will get my money on shipping.
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    LightWave 2015.3

    Heavy as hell but a little powerhouse.

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