PDA

View Full Version : Gradient Input



Exper
09-17-2003, 03:17 AM
SDK Add "Gradient Input" Class to SDK.
Add an "Empty"-Type/Class under the "Gradient" type of control so that programmers can create new gradient types (http://vbulletin.newtek.com/showthread.php?s=&postid=211437#post211437)
New ones - Surfacing Surface Tangent Slope supports negative slopes by mirroring the positive slope values (http://amber.rc.arizona.edu/lw/newshades)
Surface Normal Slope uses the slope of the surface normal vector rather than the surface's tangent. It also supports negative slopes, but using the normal's slope gives a continuous gradient for an input range of -1 to 1 (http://amber.rc.arizona.edu/lw/newshades)
Edge Angle (http://vbulletin.newtek.com/showthread.php?s=&threadid=10743)
Vertex Angle (http://forums.newtek.com/discus/messages/2/16066.html)
Vertex Acessibility (http://forums.newtek.com/discus/messages/2/24881.html)
U Value (http://forums.newtek.com/discus/messages/2/4446.html?1032296532)
V Value (http://forums.newtek.com/discus/messages/2/4446.html?1032296532)
Distance "Super Duper" (http://forums.newtek.com/discus/messages/2/24881.html)
Distance to polygon edge
Distance to surface border
X Modeler Distance to Pivot Point + Y Modeler Distance to Pivot Point + Z Modeler Distance to Pivot Point: referring to the absolute Modeler Pivot (http://vbulletin.newtek.com/showthread.php?s=&postid=195532#post195532)
Distance to Pivot Point X axis + Distance to Pivot Point Y axis + Distance to Pivot Point Z axis: create a gradient that is cylindrical around the specified axis (http://vbulletin.newtek.com/showthread.php?s=&postid=196538#post196538)
Orientation to camera (http://forums.newtek.com/discus/messages/2/6255.html)
Polygon Size (http://forums.newtek.com/discus/messages/2/27372.html)
Polygon Displacement (http://vbulletin.newtek.com/showthread.php?s=&postid=150205#post150205)
Polygon Speed (http://vbulletin.newtek.com/showthread.php?s=&postid=150205#post150205)
Edge blending away (http://forums.newtek.com/discus/messages/2/4290.html)
Smoothing Angle (http://forums.newtek.com/discus/messages/2/27372.html)
Bump Displacement (http://forums.newtek.com/discus/messages/2/25029.html)
Selection Sets of Verts or Polygons / Independent geometry interactive vertex pre-lighting (http://vbulletin.newtek.com/showthread.php?t=28584)
New ones - Illumination Glossiness Angle (http://forums.newtek.com/discus/messages/2/11542.html)
Specularity Hotspot (http://forums.newtek.com/discus/messages/2/11542.html)
Projection Gyzmo (http://forums.newtek.com/discus/messages/2/4446.html?1032296532)
Illumination Falloff (http://forums.newtek.com/discus/messages/2/3434.html)
Occlusion/Acessibility (http://vbulletin.newtek.com/showthread.php?s=&threadid=4981&highlight=gradient)
Cavity: create instant dirt in objects based in the lows and highs of the geometry (http://vbulletin.newtek.com/showthread.php?s=&threadid=22239)
Overall light distribution/radiance
Global Illumination (http://vbulletin.newtek.com/showthread.php?s=&threadid=4981&highlight=gradient)
Light/Shadow (you have this type of behavior in max with one of the blur plug)
Gradient that on basis of the light that strikes a surf. sets the luminosity ( http://forums.newtek.com/discus/messages/2/17972.html)
Overall Light Intensity (absolute Light Intensity)
Light Intensity (absolute single Light Intensity)
Surface Light Intensity (http://vbulletin.newtek.com/showthread.php?s=&threadid=1572&highlight=gradient)
Light: Falloff Distance/Intensity
Global Shadow Density/Intensity (previously: Shadow Density)
Self Shadow Density/Intensity
Received Shadow Density/Intensity
Shadow changes intensity of shading based on: distance to casting object & distance to camera & distance to light & distance from shadow center (http://vbulletin.newtek.com/showthread.php?t=26640&highlight=gradient)
Real Ortho projection (when I look thrue a distant light for example)
New ones - Particles Particle age
Vertex Proximity
Polygon Proximity
Surface proximity
Part proximity
Birth Rate: "Parent Particle Age" and "Parent Particle Speed" for Nozzle's Parent-Emitter (http://vbulletin.newtek.com/showthread.php?s=&threadid=24114)
New ones - HyperVoxels Volume Thickness (http://forums.newtek.com/discus/messages/2/38716.html)
Volume Smoothness (http://forums.newtek.com/discus/messages/2/38716.html)
Particle Age % (http://forums.newtek.com/discus/messages/2/22330.html)
Particle Distance
Particle X Distance
Particle Y Distance
Particle Z Distance
Particles Global Distance
Particles Global X Distance
Particles Global Y Distance
Particles Global Z Distance
Vertex Proximity
Polygon Proximity
Surface proximity
Part proximity
Particle Density
Particles Global Density
Particles Global Speed
Particles Global Weight
WeightMap
Particle Death - Opposite of Particle Age (http://vbulletin.newtek.com/showpost.php?p=235886&postcount=5 and http://vbulletin.newtek.com/showthread.php?t=31326)
Surface Thickness (http://vbulletin.newtek.com/showthread.php?t=30344)
New ones - Bones Bones: Enhancement to bone limits (http://vbulletin.newtek.com/showthread.php?s=&threadid=4428&highlight=gradient)
New ones - Fog Fog: Elevation that could control the thickness of Fog according to the distance from the ground (http://vbulletin.newtek.com/showthread.php?s=&threadid=2345&highlight=gradient )
Fog: Distance gradient changing hue (http://forums.newtek.com/discus/messages/2/2130.html)
Fog: Angle gradient changing the hue (http://forums.newtek.com/discus/messages/2/2130.html)
Surface: Fog Affected (when a surface is affected by fog)
Surface: Fog Density (when a surface is affected by fog - report Fog Density)
Surface: Fog Color (when a surface is affected by fog - report Fog Color)
New ones - Misc. MD Gradients (http://forums.newtek.com/discus/messages/2/21024.html)
Custom inputs (linking gradients via expressions to other parameters such as volumetric density)
Blur, Soft and Sharp Gradient (http://forums.newtek.com/discus/messages/2/6983.html)
Blending image (http://vbulletin.newtek.com/showthread.php?s=&threadid=4981&highlight=gradient and http://forums.newtek.com/discus/messages/2/1274.html)
Speed Dissolve (http://forums.newtek.com/discus/messages/2/25029.html)

Fixes BUG - Layout Pivot Point: if you move the Pivot in Layout the new position isn't take in account by "Distance to Pivot Point" Gradient (http://vbulletin.newtek.com/showthread.php?s=&threadid=17770)
Distance: they should be "-x" -> "+x" (actually "0" -> "x")
Bump: it shuold be "-1" -> "1" (actually "0" -> "1")
Slope: it shuold be "-1" -> "1" (actually "0" -> "1")
Angle: 0 -> 360 Range

Updates Node-based Gradient builder (http://vbulletin.newtek.com/showthread.php?s=&postid=167261#post167145)
Gradient that uses the values of a vertex map, to drive the size of a prodedural texture (http://vbulletin.newtek.com/showthread.php?s=&postid=176080#post175785)
Custom Gradients using an Image (http://vbulletin.newtek.com/showthread.php?s=&postid=167581#post167261)
Incidence Angle that go over 90 degrees (http://forums.newtek.com/discus/messages/2/11110.html and http://forums.newtek.com/discus/messages/2/11043.html)
Smoothing: be able to edit the Spline or Linear interpolation between keys
Gradients modifiable by Expressions
Animated gradients / Keyframe gradient parameters with envelope (http://vbulletin.newtek.com/showthread.php?s=&threadid=4692&highlight=gradient and http://vbulletin.newtek.com/showthread.php?s=&threadid=13057)
Gradients editing in Graph Editor
Ability to move more keys simultaneusly would really help out (http://vbulletin.newtek.com/showthread.php?s=&threadid=10966&highlight=gradient)
"Fit All" button would be nice too when you accidently scale the keys out of view
"Save / Load / Replace" to easily share Gradients between some different projects.
Gradient Presets
Gradients Tiling (http://forums.newtek.com/discus/messages/2/4446.html?1032296532)
Save Gradients as bitmap (http://forums.newtek.com/discus/messages/2/4446.html?1032296532)
"Color Map" Gradient (http://forums.newtek.com/discus/messages/2/4290.html)
Gradients work on selective textures in other channels as well as values of other channels (http://forums.newtek.com/discus/messages/2/4446.html?1032296532)

Thanks goes to Karmacop, fxnut, Mylenium, Matt, evenflcw, marko, Doug_M, Red_Oddity, Gui Lo, Capt Lightwave, spirosa, ingo, Emmanuel, paulhart, Luís Santos, stib, wacom, silverlw, Nitisara, Earl, Valter, UnCommonGrafx, Nemoid, badllarma, crusaderx, Amadeus0, Hoopti, tischbein3 and many others!

Karmacop
09-17-2003, 04:22 AM
I'd also like the slope angle fixed ... it seems to only work with positive y slope :confused:

Exper
09-17-2003, 05:01 AM
Originally posted by Karmacop I'd also like the slope angle fixed ... it seems to only work with positive y slopeOooooppppssss... forgot it! ;)

Bye.

fxnut
09-17-2003, 05:15 AM
Distance: they should be "-x" -> "+x" ( actually "0" -> "x" )

So do you mean that the surface should know which side of it the object is? So I guess a negative distance would indicate that the specified object's pivot is on the side of the polygon away from the normal? Yeah, that'd be very cool.

Mylenium
09-17-2003, 05:42 AM
Even more inputs/ corrections:

- shadow density
- distance to polygon edge
- distance to surface border
- particle age
- overall light distribution/ radiance
- custom inputs (linking gradients via expressions to other parameters such as volumetric density)

Mylenium

Matt
09-17-2003, 05:45 AM
a 'fit all' button would be nice too when you accidently scale the keys out of view!

Exper
09-17-2003, 07:29 AM
Updated the list in the first post!
Originally posted by fxnut
So do you mean that the surface should know which side of it the object is?Yes!
Actual "Distance" gradients are mirrored; you can avoid it using a null's +x space but it's really boring adding a lot of "reference objects" for this simple kind of things! ;)

Bye.

Exper
09-19-2003, 10:23 AM
Updated the first post with:
- Light: Falloff Distance/Intensity

Bye.

Earl
09-19-2003, 10:51 AM
Hey, thanks for putting up this list guys. Pretty much sums up just how much more useful gradients could be if they were enhanced!

Exper
09-25-2003, 04:49 AM
Some adds (and update of the first post).

New:
- HyperVoxels: Particle Density
- HyperVoxels: Particles Global Density
- HyperVoxels: Particles Global Speed
- HyperVoxels: Particles Global Weight

Updates/Fixes:
- "Save/Load/Replace" to easily share Gradients between some different projects.

Bye.

Exper
10-16-2003, 08:04 AM
Just in case you forgot about it! ;)

Strange... the Thread has only 189 views!

Bye.

evenflcw
10-16-2003, 11:27 AM
Heres a couple I've been missing. First one should be easy to add and frankly I'm suprised it wasn't there already.

For just about every Gradient used on HyperVoxels I'd love to see WEIGHTMAP! It might not be applicable for particles, but certainly for point data coming from modeler.

EDIT: This last line got me thinking abit. Points can have custom maps assigned to them to be used for just about anything so why not extend this ability to particles? A way to generate custom color/weightmaps for particles using the same Envelope and Texture button available for all other emitter parameters. This would be very usefull for those cases when none of the common variables (particle age, speed etc) can represent what you need.

The current Distance to Object I believe is really Distance to Object Pivot so each object no matter what shape will still create a round mark. Not all that usefull.
So instead, for some nice interaction between surfaces and particles or another objects vertices, I'd like to see Particle/Vertex Proximity (I would mind Surface/Part proximity either for even more control). This would allow us to paint directly on the surface using particles, perhaps have the ripple texture acctually generate ripples directly under each particle or have the surfaces change when two meshes draw near eachother, collide or intersect. It would be best if this gradient could accept both negative and positive values, each representing either side of the surface normals.

marko
10-16-2003, 12:51 PM
editing gradients in graph editor!

evenflcw
10-16-2003, 02:23 PM
Very good idea! A curve is a good (maybe better) representation, when it comes to both comprehension and tweaking.

Exper
10-21-2003, 07:32 AM
Updated the first post with:
- Particles: Vertex Proximity
- Particles: Surface Proximity
- Particles: Part Proximity
- HyperVoxels: WeightMap
and
- Smoothing: be able to edit the Spline or Linear interpolation between keys

Changed
"- Keyframe gradient parameters"
with
"- Animated gradients / Keyframe gradient parameters with envelope"

Bye.

evenflcw
10-26-2003, 02:08 PM
I just figured out HVs can have weightmap input, it's just that you need to take somewhat of a detour and it seems to only allow one weightmap per object/layer.

For those who haven't noticed, when you activate HVs for an object it adds an entry under Add Displacement in the objects properties. Double-clicking this allows you to select a specific weightmap to use in gradients on HVs, with Particle Weight set as the Input Parameter.
I had initially thought this Particle Weight input parameter refered directly to a ParticleFX parameter for a couple of obvious reasons, one being that the common LW naming convention for this type of gradient input parameter is simply "Weight Map".

So, in the end, what I guess we want then is no more detours, multiple vMap support, and parameters named more accordingly and consitently (Weight Map!).

Valter
10-27-2003, 10:43 PM
hey
that's requests will be great in the LW8. I hope NT listen you.


Good improvements

cheers

Exper
10-28-2003, 03:06 AM
Thanks Valter! ;)

Just updated the first post with:

Gradient Presets
(oops... forgot about it... damn-fool...) :D

Bye.

Doug_M
11-02-2003, 12:18 PM
It would really be nice to have a hypervoxel gradient from the center of each voxel to the edge. I have been trying to create clouds that are dense in the center and less dense on the edges with more control over the density falloff. This would make it easier to visualize complexed layered colors and textures within the voxel.

Exper
11-04-2003, 02:37 AM
Doug_M...
if I'm correctly understanding your own idea, I've already requested for:
- HyperVoxels: Particle Density
- HyperVoxels: Particles Global Density

They should do the job! ;)

Hoping NT is reading this Thread! :D

Bye.

marko
11-05-2003, 03:42 PM
Hoping NT is reading this Thread!

or old forum

http://forums.newtek.com/discus/messages/2/4446.html?1032296532

Doug_M
11-05-2003, 09:01 PM
Exper...

I guess what I was getting at is that currently there is a x distance to particle, y distance to particle and z distance to particle gradient. I would like to see an "absolute" (x,y,z) distance to particle gradient, both local (each individual particle) and global (relative to all particles).

That combined with the density gradients you already have would definitely be nice.

Exper
11-07-2003, 09:09 AM
Just a few adds to the first post... thanks to Doug_M and marko!

New:
- U Gradient ( look at: http://forums.newtek.com/discus/messages/2/4446.html?1032296532 )
- V Gradient ( look at: http://forums.newtek.com/discus/messages/2/4446.html?1032296532 )
- Projection Gyzmo ( look at: http://forums.newtek.com/discus/messages/2/4446.html?1032296532 )
- HyperVoxels: Particle Distance
- HyperVoxels: Particle X Distance
- HyperVoxels: Particle Y Distance
- HyperVoxels: Particle Z Distance
- HyperVoxels: Particles Global Distance
- HyperVoxels: Particles Global X Distance
- HyperVoxels: Particles Global Y Distance
- HyperVoxels: Particles Global Z Distance

Updates/Fixes:
- Gradients tiling ( look at: http://forums.newtek.com/discus/messages/2/4446.html?1032296532 )
- Save Gradients to bitmap ( look at: http://forums.newtek.com/discus/messages/2/4446.html?1032296532 )
- Gradients work on selective textures in other channels as well as values of other channels ( look at: http://forums.newtek.com/discus/messages/2/4446.html?1032296532 )

Bye.

Exper
11-10-2003, 05:36 AM
Just a few changes to the first post...

Changed
- U Gradient
to
- U Value
and
- V Gradient
to
- V Value

Sorry... :o

Bye.

Matt
11-10-2003, 06:53 AM
I like the way you're keeping this up to date Exper, very useful round up!

Matt

Karmacop
11-10-2003, 07:53 AM
I agree with Matt. Hopefully Newtek will add atleast some of these for 8. Althought the gradient pulldown is going to be mighty long ;)

Exper
11-11-2003, 02:10 AM
Thanks a lot! :p

Hoping NT will find something useful!

Bye.

Exper
11-12-2003, 11:18 AM
Just a few adds to the first post!

New:
- Vertex Angle ( look at http://forums.newtek.com/discus/messages/2/16066.html )
- Vertex Acessibility (look at: http://forums.newtek.com/discus/messages/2/24881.html )
- Distance "Super Duper" (look at: http://forums.newtek.com/discus/messages/2/24881.html )
- Glossiness Angle ( look at: http://forums.newtek.com/discus/messages/2/11542.html )
- Specularity Hotspot ( look at: http://forums.newtek.com/discus/messages/2/11542.html )

Bye.

Exper
11-12-2003, 12:07 PM
Forgot about these ones... sorry!

New:
- Polygon Size (look at: http://forums.newtek.com/discus/messages/2/27372.html )
- Smoothing Angle (look at: http://forums.newtek.com/discus/messages/2/27372.html )
- Edge blending away ( look at: http://forums.newtek.com/discus/messages/2/4290.html )

Updates/Fixes:
- "Color Map" Gradient ( look at: http://forums.newtek.com/discus/messages/2/4290.html )

Phew...
more to come! :p

Bye.

Exper
11-13-2003, 05:35 AM
Just a few adds to the first post!

New:
- Blending image ( look at: http://forums.newtek.com/discus/messages/2/1274.html )
- HyperVoxels: Volume Thickness ( look at: http://forums.newtek.com/discus/messages/2/38716.html )
- HyperVoxels: Volume Smoothness ( look at: http://forums.newtek.com/discus/messages/2/38716.html )

Updates/Fixes:
- Incidence Angle that go over 90 degrees ( look at: http://forums.newtek.com/discus/messages/2/11110.html )

Red_Oddity
11-13-2003, 10:18 AM
-Acessibility ( look at: http://vbulletin.newtek.com/showthr...hlight=gradient )

gMil ?

Exper
11-13-2003, 11:21 AM
Red_Oddity...
Acessibility Gradient should provide a more integrated solution than using gMIL.
Using a Gradient you can setup with precision every need channel instead of having gMIL's single "Sample Rate".

Just a point of view! ;)

Again... just an add to the first post!

New:
- Global Illumination ( look at: http://vbulletin.newtek.com/showthr...hlight=gradient )

Bye.

Exper
11-18-2003, 03:07 AM
Just some adds to the first post! ;)

New:
- Orientation to camera ( look at: http://forums.newtek.com/discus/messages/2/6255.html )
- Illumination Falloff ( look at: http://forums.newtek.com/discus/messages/2/3434.html )
- Blur, Soft and Sharp Gradient ( look at: http://forums.newtek.com/discus/messages/2/6983.html )
- Speed Dissolve ( look at: http://forums.newtek.com/discus/messages/2/25029.html )
- Bump Displacement ( look at: http://forums.newtek.com/discus/messages/2/25029.html )
- HyperVoxels: Particle Age % ( look at: http://forums.newtek.com/discus/messages/2/22330.html )
- MD Gradients ( look at: http://forums.newtek.com/discus/messages/2/21024.html )

Updates/Fixes:
- Gradients modifiable by Expressions

Bye.

Exper
12-11-2003, 02:14 AM
Just to remeber this Thread is still alive! :rolleyes:

Bye.

Exper
12-17-2003, 08:20 AM
Sorry for the long delay... busy and lazy... right now! :p

Just a very little update to the first post! ;)

New:
- Gradient that on basis of the light that strikes a surf. sets the luminosity ( look at: http://forums.newtek.com/discus/messages/2/17972.html )
- Fog: distance gradient changing hue ( look at: http://forums.newtek.com/discus/messages/2/2130.html )
- Fog: angle gradient changing the hue ( look at: http://forums.newtek.com/discus/messages/2/2130.html )

Bye.

UnCommonGrafx
12-17-2003, 10:53 AM
Wow. I mean, "WOW!"

Well done. Sure hope this doesn't fall on deaf ears.... And if so, call me and I'll go interpret!!!

Geesh,

Exper
12-18-2003, 03:30 AM
Just a little update to the first post!

Updates/Fixes:
- Gradients editing in Graph Editor

Many thanks to marko for his last PM message... now "Gradients editing in Graph Editor" is clearly specified! ;)

UnCommonGrafx... thanks! :p
I'm simply trying to do something useful...

Bye.

Exper
01-15-2004, 05:31 AM
Come on...
we have some more days to ask for new "Gradient Input" features!

Keep it alive! :p

Bye

Karmacop
01-15-2004, 07:55 AM
I think we've run out of gradient ideas ... the list is already massive! :)

Gui Lo
01-16-2004, 02:15 AM
I think you may have already catered for it but I've been wanting a gradient for Surface Light Intensity.

Night scenes especially would benefit as surfaces go monochrome as the light falls an object.

Gui Lo

Exper
01-16-2004, 04:39 AM
Ok... some few adds to the first post!
Come on guys... I know there's a lot more... can someone cry: "yep... I find it!"? :p

Gui Lo...
added your request to the first post! ;)

New:
- Surface Light Intensity
- Self Shadow Density/Intensity
- Received Shadow Density/Intensity

Exchanged
- Shadow Density
into
- Global Shadow Density/Intensity (previously: Shadow Density)

Bye.

Karmacop
01-16-2004, 07:26 AM
I thought light intensity was already on the list?

What I'd like it for is for doing glows ... like buzz lightyear's glowing plastic, where the glow intensity is inversely proportional to the amount of light hitting the surface.

Exper
01-16-2004, 08:49 AM
Originally posted by Karmacop
I thought light intensity was already on the list?Ooppss... forgot about a little correction!

Now we have:
- Light: Light Intensity
exchange to
- Light: Light Intensity (absolute Intensity)
and
- Surface Light Intensity
exchange to
- Surface Light Intensity ( look at: http://vbulletin.newtek.com/showthr...hlight=gradient )
covering both behaviours.

Sorry! ;)

Bye.

Karmacop
01-16-2004, 09:14 AM
Nice ;)

I'm hoping atleast a few of these gradient ideas get into 8 .... of maybe they'll open up the sdk so we can do our own gradient inputs ...

Exper
01-16-2004, 10:56 AM
There's another Light behaviour... covered now (I hope ;))

- Overall Light Intensity (absolute Light Intensity)
- Light Intensity (absolute single Light Intensity)
- Surface Light Intensity

I really doubt we'll see some Gradient related features in the new LW[8] SDK...
but asking is well deserved (a little sad parenthesis: unfortunately my company is progressively going out of 3D business and focusing into other markets so I'll hardly put my hands on [8] too soon buying a new license by my own :().

Bye.

Gui Lo
01-18-2004, 10:21 AM
Thanks Exper!
I just wanted to make sure it got covered.
:)


Gradients are fantastic and need development time and ideas.

I just hope soon we can get 360 rather than 180 and a graph editer as well as the shaded gradeint image.

Another could be image merge. An image is set at each keyframe and merges to the next.


Thanks
Gui Lo

Exper
01-20-2004, 03:55 AM
Originally posted by Gui Lo
Thanks Exper!
I just wanted to make sure it got covered.
:)You're welcome... but... send your thanks to NT if they'll take this Thread in account! ;)

Just a little new thing:
the first post now use the "list stile", hoping it'll help anyone to read it!

Bye.

Exper
01-22-2004, 08:48 AM
Just a couple of adds to the first post! :rolleyes:

New:
- Surface: Fog Affected ( when a surface is affected by fog )
- Surface: Fog Density ( when a surface is affected by fog - report Fog Density )
- Surface: Fog Color ( when a surface is affected by fog - report Fog Color )

Updates/Fixes:
- Angle range 0 -> 360

Exper
02-03-2004, 09:45 AM
Just a little new update to the first post:
some forgotten ones and "thanks list".

New:
- Particles: Polygon Proximity
- HyperVoxels: Vertex Proximity
- HyperVoxels: Polygon Proximity
- HyperVoxels: Surface proximity
- HyperVoxels: Part proximity

Bye.

P.S. New ideas are very welcome! ;)

Exper
02-06-2004, 07:56 AM
NT should remove this bad bug:
- Layout Pivot Point: if you move the Pivot in Layout the new position isn't take in account by "Distance to Pivot Point" Gradients ( http://vbulletin.newtek.com/showthread.php?s=&threadid=17770 )

"Updates/Fixes" category splitted in two: "Fixes" and "Updates".

Bye.

Karmacop
02-06-2004, 09:31 AM
you should email that to [email protected] to make sure they see it.

Exper
02-06-2004, 09:43 AM
Originally posted by Karmacop
you should email that to [email protected] to make sure they see it. Already sent... ;)

Bye.

Capt Lightwave
02-24-2004, 04:32 AM
Looks like we can forget any new Gradient inputs after seeing the latest FPrime video from Worley.
Disappointing, Newtek, disappointing....

Exper
03-02-2004, 02:42 AM
Originally posted by Capt Lightwave
Disappointing, Newtek, disappointing.... Gradient Input, as far as I can understand, is directly linked to the Renderer (or a part of it)!

NT said many times we'll see more about renderer in a future release, after LW[8]...
we must wait a little more... but I'm hoping they'll take this Thread in account for future additions!

Bye.

Gui Lo
03-02-2004, 05:16 AM
@Capt Lightwave,
Not really sure what you mean!

If you mean that Gradients are now redundant because of F Prime than I think it is quite the opposite.

With a way to see our changes in near real-time Gradients get much more usable and better effects can be acheived with them faster.

The more F Prime can display the more we can use the once time consuming features of LW. It looks like Worley and NewTek are working closely so that the two new releases very much compliment each other.

Gui Lo

Exper
03-02-2004, 05:30 AM
Originally posted by Gui Lo
@Capt Lightwave,
Not really sure what you mean!Gui Lo...
Capt Lightwave was simply looking at the Gradient Input list (during the "FPrime_texturing.avi" video): you can simply see there's no new ones in that LW[8]'s UI!

Bye.

Gui Lo
03-02-2004, 06:40 AM
I see...

My apologies Capt Lightwave for my misunderstanding.

Gui Lo

marko
03-02-2004, 10:52 AM
dont know if i proposed this one but simulating of spatial distribution of light with gradient (depending on angle)

Capt Lightwave
03-02-2004, 04:38 PM
Originally posted by Exper
Gradient Input, as far as I can understand, is directly linked to the Renderer (or a part of it)!

Yeah, but you will still need it in Surface Editor to be able to tweak it. At least I expected an Edge Angle or Vertex Angle input.

Guess it took more time to include all those already free and avaliable plugins (into what should have been called LightWave 7.6) than they expected.

Exper
03-03-2004, 04:12 AM
marko...
if I'm not misunderstanding "Overall light distribution/radiance" is just what you want... let me know! ;)


Originally posted by Capt Lightwave
Yeah, but you will still need it in Surface Editor to be able to tweak it. At least I expected an Edge Angle or Vertex Angle input.As said before I'm not surprised about it...
maybe we'll see them when NT'll start a Renderer update/revamp...
hoping soon for LW[8.5]!

Bye.

spiroz
03-18-2004, 01:38 AM
Here's couple of gradient suggestions..
- polygon displacement. When polygons are shrinked/stretched there would be great having a gradient control over a bump map for example... (Good for animating creases in limbs etc..)
- polygon speed. (Don't ask where that came from. Just a thought;))

Exper
03-23-2004, 02:41 AM
Spirosa...
your contribute is added to the first post!

New ones:
- Polygon Displacement ( http://vbulletin.newtek.com/showthread.php?s=&postid=150205#post150205 )
- Polygon Speed ( http://vbulletin.newtek.com/showthread.php?s=&postid=150205#post150205 )

Bye.

Exper
04-15-2004, 05:00 AM
Just a couple of new ones!

Hey NT...
take a look at "Shades 7.5 beta" here: http://amber.rc.arizona.edu/lw/newshades

New ones:
- Surface Tangent Slope: supports negative slopes by mirroring the positive slope values ( look at: http://amber.rc.arizona.edu/lw/newshades )
- Surface Normal Slope: uses the slope of the surface normal vector rather than the surface's tangent. It also supports negative slopes, but using the normal's slope gives a continuous gradient for an input range of -1 to 1 ( look at: http://amber.rc.arizona.edu/lw/newshades )

Bye.

Exper
04-22-2004, 02:50 AM
For LW8.x SDK improvement:
come on NT...
put the "Gradient Input" into SDK so Shaders developers can use it instead of forcing them to rewrite "Gradients" on their own for every Shader!

Bye.

Emmanuel
04-26-2004, 10:12 AM
Hi, I wonder if one couldn't find some kind of "gradient builder" like we have "expression builder", so that everybody could create generic gradients that way by just using building blocks...I guess thats how the advanced shaders in Maya can be done...overall, the system should be more open, interactive and synergetic for ultimate benefit

Karmacop
04-26-2004, 10:40 AM
Do you mean like gradient presets? :confused:

Emmanuel
04-26-2004, 11:52 AM
Not presets per se, but rather building blocks like for the expressions,
stuff like (for example) "Light Colour"x2+"Surface Colour"x"Camera Incidence" or so, hard to explain, something thats like a visual gradient builder and offers all the items in a scene as input parameters, as well as incidences, values, frames, time etc...

Karmacop
04-26-2004, 12:07 PM
Oooooohhhhhh, you mean like a gradient input type, I thought you meant like a gradient that went from blue to red or something. I totally agree, that'd be cool :)

Emmanuel
04-26-2004, 12:51 PM
...but then we'd probably halfway there to get a node-based shading system anyway...I bet NT has already plans for something like that, although I am just speculating.

paulhart
04-26-2004, 01:16 PM
I would love to see the use of a custom gradient like a cross-hatched or sketched line build up that would serve as the gradient for shading, allowing more variety of non-photographic rendering. This could be a .tif file that is used for input so that dark zones would receive greater 'hatching' and lighter areas could receive less. In combination with line rendering this would put Newtek back in the market a bit.

Exper
04-27-2004, 02:17 AM
Thanks guys for keeping this Thread alive!

Your contribute is added to the first post!

Updates:
- Node-based Gradient builder ( look at: http://vbulletin.newtek.com/showthread.php?s=&postid=167261#post167145 )
- Custom Gradients using an Image ( look at: http://vbulletin.newtek.com/showthread.php?s=&postid=167581#post167261 )

Exper
05-04-2004, 02:59 AM
Just a new one!

New ones:
- Cavity: create instant dirt in objects based in the lows and highs of the geometry ( look at: http://vbulletin.newtek.com/showthread.php?s=&threadid=22239 )

wacom
05-12-2004, 12:07 AM
I want a gradeint, that uses the values of a vertex map, to drive the size of a prodedural texture.

Say you want to use the Viens procedural texture to make some scales on a snake or turtle. Ever notice how around some areas the scales get smaller or larger? It would be so nice to paint a vertex map (weight map etc) on a mesh, and then using the gradeint make those areas have diffrent sizes/scales. The scale would gradually change! Seamless texturing! Wooohoo.

Does this make sense?

So I guess Texture size/scale would be added to the gradient pull down along with Alpha, subtractive, additive etc...

Then you'd just use the wieght map option...

silverlw
05-12-2004, 12:24 PM
This thread is so long so i might have missed it along with all the other improvements but:
Please newtek! Fix the damn additive bug that makes all reflections brighter than they should be like in this example http://www.evasion3d.com/gfx/hs/pics/lw_info.html

Exper
05-21-2004, 02:55 AM
wacom...
added your request to th first post!

Updates:
- Gradient that uses the values of a vertex map, to drive the size of a prodedural texture ( look at: http://vbulletin.newtek.com/showthr...6080#post175785 )

silverlw...
sorry for misunderstanding...
is this behaviour a "Gradient Input" related one?
You mean the "Additive" feature is broken?

Exper
06-08-2004, 03:50 AM
Ok... this Thread is still alive! ;)

Just a small update to the first post.

New one:
- Particles - Birth Rate: "Parent Particle Age" and "Parent Particle Speed" for Nozzle's Parent-Emitter ( look at: http://vbulletin.newtek.com/showthread.php?s=&threadid=24114 )

Exper
07-13-2004, 04:33 AM
Originally posted by Valter
hey
that's requests will be great in the LW8. I hope NT listen you.

Good improvementsIt seems they don't care...
even the "Distance to Pivot Point" bug is still there in LW[8]! :(

Exper
07-13-2004, 08:07 AM
Take a look:
Annoying Gradient bug
http://vbulletin.newtek.com/showthread.php?s=&threadid=17770

Nemoid
07-13-2004, 10:50 AM
Hey Exper unvaluable list !!! :D


Nt team should take it into serious consideration there are very good ideas into. my hats off!! They have no excuses now.

Exper
07-14-2004, 03:40 AM
Many Thanks to Nemoid! :)

Deuce is aware of this bug now... he sent me an email confirming the problem!

Now we'll wait for the fix! :cool:

To resolve all "Gradient - Distance to Pivot Point" behaviours I'd like to propose these modifications:

X Distance to Pivot Point
Y Distance to Pivot Point
Z Distance to Pivot Point
referring to Pivot in Layout (modifiable Pivot)

X Modeler Distance to Pivot Point
Y Modeler Distance to Pivot Point
Z Modeler Distance to Pivot Point
referring to the absolute Modeler Pivot.

Exper
07-19-2004, 05:33 AM
Some news about Pivot Point related ones! Thanks to stib!

New ones:
- Distance to Pivot Point X axis + Distance to Pivot Point Y axis + Distance to Pivot Point Z axis: create a gradient that is cylindrical around the specified axis ( look at: http://vbulletin.newtek.com/showthread.php?s=&postid=196538#post196538 )

badllarma
08-20-2004, 12:23 AM
bump

this has just come in useful to me :)

Exper
08-30-2004, 03:52 AM
Thread still alive (last vacation days)! ;)

An add to the first post: Shadows related!

New ones:
- Shadow changes intensity of shading based on: distance to casting object & distance to camera & distance to light & distance from shadow center ( http://vbulletin.newtek.com/showthread.php?t=26640&highlight=gradient )

Thanks to crusaderx! :)

Exper
09-08-2004, 05:02 AM
Thread's First Year birthday! ;)

First Post reorganization for better reading!

Karmacop
09-08-2004, 09:26 AM
And still none of them have been implemented :(

Great work on keeping this thread updated though :)

Exper
09-09-2004, 10:24 AM
Thanks.
A curiosity: you was the first to reply and then you're are the first after one year! :cool:

Hoping something will happen for LW 8.x... maybe a Renderer update/revamp! ;)

First Post's little update:
- X Modeler Distance to Pivot Point + Y Modeler Distance to Pivot Point + Z Modeler Distance to Pivot Point: referring to the absolute Modeler Pivot ( http://vbulletin.newtek.com/showthread.php?s=&postid=195532#post195532 )
moved from Updates to New ones - Surfacing sections.

Amadeus0
09-09-2004, 06:44 PM
Bump.

I would Love to see this in 8.1

It would make Graidents incrediably powerful, and enable unique results easily.

Amadeus0
09-09-2004, 06:46 PM
Bump.

I would Love to see this in 8.1

It would make Graidents incrediably powerful, and enable unique results easily.

Also add Graidents to the SDK, and an "Empty"-Type/Class under the Graident type of control so that programmers can create new graident types.

Exper
09-10-2004, 04:27 AM
Bump.
I would Love to see this in 8.1
It would make Graidents incrediably powerful, and enable unique results easily.I'm misundersanding... maybe.... but Bump Gradient was always there.
But Bump should be updated from "0 -> 1" to "-1 -> 1" values! :cool:

Also add Graidents to the SDK, and an "Empty"-Type/Class under the Graident type of control so that programmers can create new graident types.The Thread starts with a similar request.
So... I'm going to add a new SDK section... thanks a lot! ;)

First Post update:
New section "SDK"
- Add "Gradient Input" Class to SDK.
- Add an "Empty"-Type/Class under the "Gradient" type of control so that programmers can create new graident types ( http://vbulletin.newtek.com/showthread.php?s=&postid=211437#post211437 )

Exper
09-24-2004, 09:15 AM
Just a trivial update to the first Post. :D

New ones - Illumination
- Acessibility ( http://vbulletin.newtek.com/showthread.php?s=&threadid=4981&highlight=gradient )

changed to

New ones - Illumination
- Occlusion/Acessibility ( http://vbulletin.newtek.com/showthread.php?s=&threadid=4981&highlight=gradient )

Exper
09-29-2004, 03:18 AM
New Update to the First Post.

New ones - Surfacing
- Selection Sets of Verts or Polygons / Independent geometry interactive vertex pre-lighting ( http://vbulletin.newtek.com/showthread.php?t=28584 )

Thanks to wacom, Karmacop and Mylenium.

Karmacop
09-29-2004, 10:39 AM
Far out, I was about to tell you to stop trying to be smart and update Exper's thread ... then I realised it was you. When people change their avatars it always confuses me :p

Exper
09-29-2004, 11:28 AM
Thread "freezed"
waiting up till the next LW's major release (8.X)!


Far out, I was about to tell you to stop trying to be smart and update Exper's thread ... then I realised it was you. When people change their avatars it always confuses me :pFunny... :rolleyes: I'm back again with my original avatar! :D

Exper
02-03-2005, 10:27 AM
Thread "unfreezed"

New Update to the First Post plus some little cosmetic tune-up.

New ones - HyperVoxels
Particle Death - Opposite of Particle Age ( http://vbulletin.newtek.com/showpost.php?p=235886&postcount=5 and http://vbulletin.newtek.com/showthread.php?t=31326 )

Thanks to Hoopti for the Particle Death one! ;)

Exper
02-09-2005, 04:37 AM
Just another one...

New ones - HyperVoxels
Surface Thickness (http://vbulletin.newtek.com/showthread.php?t=30344)

Thanks to tischbein3!

Exper
03-02-2005, 05:18 AM
Just reporting a couple of Bugs in according to Bug Workshop: LightWave 8.2 (http://vbulletin.newtek.com/showthread.php?t=32741&page=14&pp=15)

Fixes
BUG - Incorrect Distance to Camera gradient behaviour when raytracing transparency (http://vbulletin.newtek.com/showpost.php?p=253780&postcount=208)
BUG - Gradient texture layer looses alpha value after copy paste (http://vbulletin.newtek.com/showpost.php?p=254421&postcount=213)

First Post not updated due to post length limitation:
"The text that you have entered is too long (10072 characters). Please shorten it to 10000 characters long."

Maybe I'll open a new Thread (reserving the first 2/3 post) in future!