PDA

View Full Version : Dp_pfne 9.6 new version



gerardstrada
07-03-2009, 01:36 AM
Hello,

Just to let you know that the prolific developer and excellent CG artist Denis Pontonnier has updated his experimental Pixel Filter Node Editor:


DP_Pixel Filter Node Editor (PF NE)

http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html

This version brings a new function with stunning benefits. By enabling the option "Raytracing/Global 3D Shad." it applies nodal shading setups globally! so don't need to apply Extra Buffers node surface by surface! But if you need a more detailed setup, you still can use it in the old way.

Let's take a look at the setup with this simple scene:

http://imagic.ddgenvivo.tv/forums/FNE/FC.png

The setup for, let's say, an occlusion pass would be like this:

http://imagic.ddgenvivo.tv/forums/FNE/OPconfig.png

Result:
http://imagic.ddgenvivo.tv/forums/FNE/OPass.png

or an AO pass
http://imagic.ddgenvivo.tv/forums/FNE/AOpass.png

or a SSS pass (Chanlum)
http://imagic.ddgenvivo.tv/forums/FNE/SSS.png

or an ID_Object pass
http://imagic.ddgenvivo.tv/forums/FNE/ObjectID.png

or a Reflection Occlusion pass!
http://imagic.ddgenvivo.tv/forums/FNE/ORef.png

or maybe a focus pass?

http://imagic.ddgenvivo.tv/forums/FNE/FM.png

or passes per light groups! (with the so useful Single Light Lambert node from Michael Wolf)
http://imagic.ddgenvivo.tv/forums/FNE/Lightpass.png

This PFNE plays nicely with Classic Camera, but by activating the "MultiThread/Persp. AA" option, it works also with Perspective Camera, Advanced Camera and Surface Baking Camera:

http://imagic.ddgenvivo.tv/forums/FNE/SBC.png

There are a lot of more things you'll can figure out about what we can do with a Pixel Filter NE.

But there's more, we can export these custom-made buffers/passes to our favorite buffer saver. We can't preview this kind of buffers but all other conventional buffers (from Render Buffer Node) are preview-able in Viper. Plus, we can save presets!

Remember, they are experimental tools and some things might not work as expected with some third-party nodes. So consider this before to report any odd behavior.

Btw, do notice the final result has not been processed in any compositing package. All optical effects (like the subtle DOF, glares)and other filters like film grain, vignetting and color gradings have been added and composed within Lightwave through the DP_Image Filter Node Editor. But that's for other thread

Comments and suggestions to improve this tool are very welcome.



Gerardo

allabulle
07-03-2009, 02:34 AM
I need a button that reads "Thank you for the info bit, Gerardo". Well, there you go. :--)

And, as suggested by "someone", thank you Denis, of course!

pierre
07-03-2009, 02:56 AM
Thanks Gerardo,

Very interesting this pilot, we have a lot of control.

It is a great help.
Thanks to Denis Pontonnier.


video online LW:
http://www.yoyase.com

wacom
07-03-2009, 09:31 AM
Thank you for this- it brings some of the "advanced" render pass techniques home to LW- very cool and like all of your work VERY appreciated!

Dodgy
07-03-2009, 10:04 AM
Hm, when I use the 9.6 version with 9.6, and try to open the panel, LW crashes. The 9.5 version works, but with simple sample scene I get a lot of noise over the background.... Anyone else?

dpont
07-03-2009, 10:58 AM
Background is no more evaluated in Global 3D Shading
in the last updated version.

A crash in the panel? I'm using the 9.6 version
intensively (opening panel often) I never got this,
config, install ?
I recommend always to remove older plugin,
even from folder.

Denis.

monovich
07-03-2009, 11:01 AM
so this is very similar to that other pixel filter plugin, only more feature rich and works with all cameras? woot!

Greenlaw
07-03-2009, 02:25 PM
Hey, this is VERY cool! I know we've been using this node here at work, but I haven't played with it myself yet. It's time I got started. :)

I was wondering which x64 bit version to use with 9.6? The website has links for DP_Filter_x64 and DP_Filter_9_x64, and both seem to have the same Date Modified. My guess is DP_Filter_x64 but I want to be sure.

Thanks for posting this info, and special thanks to DP for creating all these great nodes!

Greenlaw

monovich
07-03-2009, 02:30 PM
Hello,

Btw, do notice the final result has not been processed in any compositing package. All optical effects (like the subtle DOF, glares)and other filters like film grain, vignetting and color gradings have been added and composed within Lightwave through the DP_Image Filter Node Editor. But that's for other thread

Gerardo

I would love to know more about this process. you are a ninja, gerardstrada. :)

GraphXs
07-03-2009, 11:54 PM
Nice! But how do we export the images? Like AO or any other for animation? Do I use the Buffer Exporter in Add Image Filter? Is their another way for it to export all the various passes through the node?

gerardstrada
07-04-2009, 10:49 AM
Greenlaw, there's no a 64-bits version for LW 9.6 so far.

Monovich, Hey! there's a lot of more things we can do with this kind of tools. We can for example, add DOF or enhance LW DOF (classic or Photorreal) with only very few AA passes. We can compose shadows in a BG plate, we can simulate a linear workflow by working in gamma space, we can use FG for animated deformed objects with less render times, we can even have a proxy DI! and many other things.

For people interested, I'm writing a series of 3 articles by showing several of these new possibilities and experimentations with these kind of tools with practical examples. In the first article I gonna share scenes, all these presets for render management and several others. Thanks to HDRI3D generosity, the presets will be available in the website and the scenes will be available for the readers. Hope to finish the first article very soon!

GraphXs,the exporting process is very simple. Just plug the output of your custom-made buffer node (or node tree) to the buffer you want to export (be careful in to use the appropriate kind of buffer - Color/Scalar) - in this way:

http://imagic.ddgenvivo.tv/forums/FNE/OPassExp.png
Here, we are overwriting the diffuse buffer.

Then, use any buffer exporter in Image Filter:

http://imagic.ddgenvivo.tv/forums/FNE/OPassExp2.png

We can export multiple buffers as well.

Since they are custom-made passes/buffers, it would be great if they could have their own extrabuffer saver.

Btw, do notice that with Perspective Camera, Advanced Camera and Surface Baking Camera, the AA sampling (AS) takes into account the areas of the final color buffer only.



Gerardo

Dodgy
07-04-2009, 08:48 PM
Trying the new version again, it works as expected, but if the Persp/AA toggle is on, LW crashes when it comes to do the pass.

TeZzy
07-05-2009, 12:28 AM
this is actually really awesome update....just started to get into the dpkit nodes.

yea as dodgy said having that checked did cause crashes if you had multi threads rendering(in my case it was 4 threads). Didn't crash when I checked it and had 2 threads though.

oh, gerard.....how do you get such smooth edges on your depth pass?

dpont
07-05-2009, 01:22 AM
Multithreading is used for Advanced Camera AntiAliasing (AS) in Pixel filter,
even for single core, it is known as a 'dangerous option'.
DP filter Pixel Filter node editor can't control it directly,
and I think that Pixel Filter NE evaluation itself, is thread safe.

I don't know if NT could fix it in LW 9.6.1,
may be a fogbuz report with a link to DP Filter 9.6?

Denis.

gerardstrada
07-05-2009, 10:49 AM
TeZzy, Just in case, the above case (first post) is not a depth pass, but a focus pass :) I've used Adaptive Sampling (0.02) for the AA of that Scalar output, but a RGB Depth pass can be made also with a Color output:

http://imagic.ddgenvivo.tv/forums/FNE/RGBDof.png

Though you might want to consider that most of the times it's better to render the depth buffer without AA at double/quadruple resolution. LW also export the Depth buffer with AA by enabling DepthBufferAA option in render panel.


I don't know if NT could fix it in LW 9.6.1,
may be a fogbuz report with a link to DP Filter 9.6?
Denis.



:agree: it would be great if this MultiThreading issue can be solved for the next release.

Btw, Thank you very much for so useful tools, Denis!



Gerardo

mav3rick
07-05-2009, 11:33 AM
awsome

gerardstrada
07-05-2009, 02:47 PM
This is getting even better! Denis Pontonnier has added new features :thumbsup:
By enabling "Raytracing/Global 3D Shad" mode, we get 10 additional Global Buffers in the Buffer Root! We can save now our custom-made buffers with a new node called Get Global Buffer. In this way:

http://imagic.ddgenvivo.tv/forums/FNE/GlobalBuffers.png

So we don't need to overwrite any LW buffer now!!!



Gerardo

Greenlaw
07-05-2009, 05:17 PM
Greenlaw, there's no a 64-bits version for LW 9.6 so far.

Gerardo

Hmm, okay. I do see the plug-ins listed as 'x64' at the bottom of the page you referenced though. Am I looking at the right page?

Still pretty cool though. I'll have to work it into my personal project at home.

Greenlaw

Greenlaw
07-05-2009, 05:22 PM
Okay, I understand now...you mean there is no LW 9.6-specific version of the plug-in in x64; currently x64 only for 9 and 9.5. d'oh! :)

I'll have to ask what we're using at work. I'm wondering if our programmer created a similar tool of his own since we are rendering mostly on 64-bit machines.

Greenlaw

gerardstrada
07-05-2009, 07:13 PM
Yes :) and as far as I know, the 9.5v for 64-bits is not updated with these new capabilities. Guess it's better to get things running smoothly first with this current version. Precisely today we have had an important update, I think.

It would be great also if NT could fix the Multithreading issue with PFNEs and AA (Adaptive Sampling) and provide control over the number of passes and AS with Pixel Filter for new LW cameras.



Gerardo

allabulle
07-05-2009, 10:37 PM
It would be great also if NT could fix the Multithreading issue with PFNEs and AA (Adaptive Sampling) and provide control over the number of passes and AS with Pixel Filter for new LW cameras.

Please tell me they are aware of that particular annoying situation. :--)

Oh, and thanks for the updates.

archijam
07-06-2009, 03:25 AM
Denis, this is fantastic stuff. :thumbsup:

gerardstrada
07-06-2009, 11:59 AM
Please tell me they are aware of that particular annoying situation. :--)

Oh, and thanks for the updates.

Still don't know but the fogbuz report with a link to DP Filter 9.6 sounds good to me :)



Btw, Denis has made some bugfixes in Global 3D Shading for artifacts and some AA errors. Plus, he had added 2 Extra Buffers and 2 Global Buffers! 12 additional buffers now!



Gerardo

akademus
07-06-2009, 01:42 PM
This looks great. Hoping for 64bit version soon, but I don't mind that that much.

Thanks heaps!

Greenlaw
07-06-2009, 02:22 PM
This looks great. Hoping for 64bit version soon, but I don't mind that that much.

Yeah, I guess I agree. My home renderfarm is all 32-bit anyway, and I run LW there in 32-bit half the time. (However, I seem to be using 64-bit LW more more often now, and pretty much all the time when I'm at work.)

Greenlaw

dpont
07-07-2009, 01:19 AM
The new DP Filter 95 and 96 versions with
'Global 3D Shading' option has been ported
to win64 platform by Marvin Landis,
http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html

Remove the older x64 DP Filter before installing
one these version in Layout 9.5 or 9.6.
Not fully tested.

Thanks Marvin,
Denis.

allabulle
07-07-2009, 02:06 AM
The new DP Filter 95 and 96 versions with
'Global 3D Shading' option has been ported
to win64 platform by Marvin Landis,
http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html

Remove the older x64 DP Filter before installing
one these version in Layout 9.5 or 9.6.
Not fully tested.

Thanks Marvin,
Denis.

I am full of love, now. :--)

artstorm
07-07-2009, 05:56 AM
Just tried the 96 x64 version, works smooth!
This is truly a sweet addition to LightWave. Awesome! :)

gerardstrada
07-07-2009, 06:25 AM
Woohoo! Thank you Denis! and thanks very much to Marvin, too!!!

Artstorm, saving with Global Buffers work fine for you there?



Gerardo

Andyjaggy
07-07-2009, 08:29 AM
Oh wow. This is great. LW community rocks.

zatara
07-07-2009, 08:36 AM
Hi All! Thanks for the 64 version! Anybody has a scene to test this pluguin? I am not getting how It works, where I have to put the pluguin. A simple scene will be great! Thanks in advance!

Saulo

Greenlaw
07-07-2009, 12:01 PM
The new DP Filter 95 and 96 versions with
'Global 3D Shading' option has been ported
to win64 platform by Marvin Landis

Awesome! Thanks guys!

Greenlaw

artstorm
07-07-2009, 12:18 PM
Woohoo! Thank you Denis! and thanks very much to Marvin, too!!!

Artstorm, saving with Global Buffers work fine for you there?



Gerardo

So far so good, I've done a few tests with global buffers saving and x64 compile, and haven't found any problem yet. :thumbsup:

gerardstrada
07-07-2009, 06:04 PM
Artstorm, good to know, thanks :)



Btw, Denis has made some bugfixes related to PLD AA with Classic Camera and Pixel coordinate accuracy. Besides he has added a new Exposure filter which works in similar way than the whitepoint in HDRExposure. See the difference compared with a simple solution like a multiply node in a subexposed image:

http://imagic.ddgenvivo.tv/forums/Expossure.gif



Gerardo

dpont
07-08-2009, 01:35 AM
...some bugfixes related to PLD AA with Classic Camera and Pixel coordinate accuracy. Besides he has added a new Exposure filter ...

Fixed in the x64 versions too,
http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html
to get the new Exposure node, remove/readd DP Filter plugin.

Note that Sunsky plugin has also been updated (x32 & x64),
http://pagesperso-orange.fr/dpont/plugins/Sunsky.html
a small modification,
with zero (inv) exp. exposure, Sunsky keeps
full color with high luminances for using as background
for radiosity, then choose between the above
(constant) Exposure node or ToneMap node
in Image Filter node editor for correct exposure.

Denis.

MooseDog
07-08-2009, 08:46 AM
crash report:

lw 9.6, 32 bit, xp-pro

i've isolated a consistent crashing to checking the multithread/perspective aa checkbox. with that un-checked, everything works as expected.

un grand merci pour tes travails denis :thumbsup:.

dpont
07-08-2009, 08:56 AM
crash report:
lw 9.6, 32 bit, xp-pro
i've isolated a consistent crashing to checking the multithread/perspective aa checkbox. with that un-checked, everything works as expected.
...

Did you check also "One Thread" in Render Settings?

Denis.

Edit: If you still get crash, there's also a recent
x32 update today with a few fixes.

MooseDog
07-08-2009, 09:12 AM
Did you check also "One Thread" in Render Settings?

Denis.

Edit: If you still get crash, there's also a recent
x32 update today with a few fixes.

thank you, problem solved:

if you check multithread in your interface, make sure to set multithread to 1 thread in the render settings panel.

inversely, if you have multithreading set to automatic in the render settings panel, do not select multithreading in your interface.

afaik, latest version from today, 7/8/09.

this thing is going to be invaluable!!! thank you again.

gerardstrada
07-13-2009, 01:35 AM
Just to let you know Denis Pontonnier and Marvin Landis have updated the x32 AND x64 95/96 of DP Filter versions:

http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html

Some bugfixes and new nodes. Besides the Exposure Node, Denis has included a new Division Node (Color mode) to avoid unpredictable results in antialiasing if the value of a background is 0.0 (black).



Gerardo

creacon
07-13-2009, 03:41 PM
Denis, have you tried to add inputs dynamically, i remember trying that a while ago and it worked, that way you could create unlimited extra buffers and keep the UI tidy for people who don't need the extra buffers.

creacon

gerardstrada
07-14-2009, 11:40 AM
Don' know how Denis has solved this SDK limitation, but he has devised a brilliant solution for the Multithreading issue related with the usage of Raytracing/Global 3D Shad with more than one core.

So DP_NPF x32 works now with multicore!!! :thumbsup:

There's a couple of third-party nodes that doesn't work with MT here, but please, feel free to try it and comment:

http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html



Gerardo

Dodgy
07-14-2009, 04:30 PM
That is awesome, seems to work without crashing now. This is going to be excellent for getting those different passes out.

gerardstrada
07-15-2009, 01:14 PM
Jut to let you know Marvin Landis has compiled the last update for x64 versions. Now it works with multicore in 64-bits! :thumbsup:



Gerardo

archijam
07-15-2009, 02:47 PM
:thumbsup::thumbsup::thumbsup::thumbsup: (for 4 cores ;))

TeZzy
07-15-2009, 02:56 PM
holy crap!!! using more than one core is awesome!!!! this is too good

allabulle
07-15-2009, 03:19 PM
So good. Thanks to the three of you for the nodes, the 64bit version, and for testing and posting the updates here.

Riff_Masteroff
07-16-2009, 03:49 PM
Can, or should Lightwolf's exrtrader plugin be used in these pipelines?

Lightwolf
07-16-2009, 06:50 PM
Can, or should Lightwolf's exrtrader plugin be used in these pipelines?
Can, yes, but only for the standard buffers as provided by NT, as it doesn't know of the other ones.
Should.... well, I'm biased. Why not ;)

Cheers,
Mike

gerardstrada
07-16-2009, 07:32 PM
Would be great if ExrTrader could recognize Global/Extra Buffers, since all these buffers (Object_ID, Material_ID, Occlusion, AO, RO, Irradiance passes, lighting passes, etc...) could be stored in a single EXR file and managed with something like ProEXR.



Gerardo

Lightwolf
07-17-2009, 02:17 AM
Would be great if ExrTrader could recognize Global/Extra Buffers, since all these buffers (Object_ID, Material_ID, Occlusion, AO, RO, Irradiance passes, lighting passes, etc...) could be stored in a single EXR file and managed with something like ProEXR.

It would be even better if I would get down to write the extension for exrTrader that I have in my mind.
However, that would also require a re-write of the current GUI :(

Cheers,
Mike

gerardstrada
07-17-2009, 08:24 PM
It would be even better if I would get down to write the extension for exrTrader that I have in my mind.
However, that would also require a re-write of the current GUI :(

Cheers,
Mike

Hope you find the time for that soon, Mike.



Gerardo

gerardstrada
07-17-2009, 08:28 PM
Ok. This is a stunning update: Denis Pontonnier has updated the x32 versions with an impossible mission:

http://imagic.ddgenvivo.tv/forums/FNE/AOpassMblur.png
Distortion Camera

http://imagic.ddgenvivo.tv/forums/FNE/AOpassDof.png
Classic Camera

Yes, he had added DOF and mBlur for Classic Camera and Advanced Cameras in Pixel Filter node editor with Global 3D Shading mode!

According to my tests here, Motion Blur match perfectly LW render with Classic Camera and Advanced Cameras. DOF match LW render for Classic Camera as well, but its sampling has lesser quality in new Cameras (something that can be improved with a node setup for DOF).

This brilliant update is really more of what one can expect. Really BIG thanks, Denis!!!



Gerardo

gerardstrada
07-21-2009, 01:58 AM
Just to let you know Denis has improved DOF sampling for advanced cameras in Pixel Filter node editor with Global 3D Shading mode:

http://imagic.ddgenvivo.tv/forums/FNE/AOpassDof2.png

and Marvin Landis has updated these improvements in x64 version. Some random issues has been reported with "Diaphragme Sides" lesser than 6 and other with some luminous shaders. I haven't been able to reproduce those issues here, but please, feel free to test and comment.



Gerardo

thekho
07-28-2009, 11:39 PM
Wow, that's awesome!!! I been playing with it today and i loved it!

Thank you, dpont for your excellent plugins!! Also thank you for quick tips about dp pfne, gerardo! :thumbsup:

gerardstrada
07-31-2009, 05:45 AM
:agree: Thekho

Btw, Denis Pontonnier has updated his Filter Node Editors today with more capabilities for a better workflow. Advanced Cameras have now also Diaphragm Side & Rotation working for Pixel Filter Node Editor. Besides he had added 12 additional Global Buffers and Extra Buffers! 24 Buffers for each one!

http://imagic.ddgenvivo.tv/forums/FNE/EGB.png

Idea of this improvement is to be able to use these additional buffers to connect a first instance of DP_NPF with a second instance for continuing processing a transformed buffer. We might apply for example a noisy shader at pixel level in 3D in the first instance of DP_NPF, and then we can denoise this shading in the second instance so that we can speed up render times. We can later connect this new buffer to the Extra Buffer input in Buffer Root and save these buffers.


http://imagic.ddgenvivo.tv/forums/FNE/SSSdefault.png
Default SSS (60 samples)

http://imagic.ddgenvivo.tv/forums/FNE/SSSDenoised.png
60 samples with DP_Denoiser Filter

Capabilities we have now with these Filter Node Editors are more than what one might expect - even in a native version!

Thank you very much to Denis for this update and thank you also to Marvin Landis to port it to x64 :thumbsup:



Gerardo

omichon
08-01-2009, 01:17 AM
awesome ! sounds like it's time to put my hands in it more deeply.
Thanks Denis, and also you Gerardo, for promoting the potential of all of this :thumbsup:

Dodgy
08-01-2009, 05:34 AM
I've been trying all kinds of configurations to achieve the denoise filtering, but it keeps coming up black after the denoise. Could you give more info on how you achieve it? I plugged the AO shader into the Store Extra Buffer, then in the second instance plugged the Get Extra Buffer into the Denoise node, and that into the root buffer 1, and a save buffer, but I just get a black file. If I connect the Get extra buffer into the global buffer directly, it comes through fine, but inserting the Denoise node between the too doesn't seem to work.

dpont
08-01-2009, 11:01 AM
The multithreading option for (perp. AA) breaks the full buffer feature
needed in Pixel Filter node editor for filtering, the most annoying
thing was that this option was shared in the 2 instances.
in the last x32 version, "Alpha", "Multithreading" and "Raytrace"
are now independant.
The last thing is that you couldn't have perspective AntiAliasing
in the instance dedicated to filtering (e.g in Texturing node).

Denis.

MrWyatt
08-01-2009, 12:50 PM
will the pixel filter node editor be available for the mac any time soon?

:hey:

jaxtone
08-01-2009, 02:26 PM
Hi G!

Haven´t tried these but can I ask you this!

Is Denis MB and DOF separated from LW´s native superslow Motion Blur and DOF?

In that case are they faster?

J


Ok. This is a stunning update: Denis Pontonnier has updated the x32 versions with an impossible mission:

http://imagic.ddgenvivo.tv/forums/FNE/AOpassMblur.png
Distortion Camera

http://imagic.ddgenvivo.tv/forums/FNE/AOpassDof.png
Classic Camera

Yes, he had added DOF and mBlur for Classic Camera and Advanced Cameras in Pixel Filter node editor with Global 3D Shading mode!

According to my tests here, Motion Blur match perfectly LW render with Classic Camera and Advanced Cameras. DOF match LW render for Classic Camera as well, but its sampling has lesser quality in new Cameras (something that can be improved with a node setup for DOF).

This brilliant update is really more of what one can expect. Really BIG thanks, Denis!!!



Gerardo

dpont
08-01-2009, 02:42 PM
I don't think they could be faster,
it follows the same process with
same settings than the main LW render pass
but for global buffers.
(DOF and/or PRMB) x (LW render + n global buffers)
I should say slower.

Denis.

gerardstrada
08-01-2009, 07:49 PM
Dodgy, I did use Global Buffers for that sample (with Classic Camera). The output result is a Viper capture screen, where curiously, it works perfectly. But as Denis has said, it didn't work now for Perspective Camera. Maybe we should come back to the previous approach, where both PFNEs shared same settings..

However, other way to denoise the whole buffer is by using a first instance of DP_NPF (store in Global/Extra Bufers) and apply the donisier filter in Image Filter Node Editor.

Jaxtone, nope, render time for these effects are the same than LW, but, since normal LW render is made first and then the Pixel Filter is applied, final render is a bit slower. However, when we use multipass rendering technique, DOF and mBlur is commonly solved in post.



Gerardo

H_Molla
08-04-2009, 01:15 PM
guy`s, i need really to understand Filter Node Editors?? i did try to get an ambient occlusion pass or Color ID pass..but total fail to me..the AO is TOTAL ignored with AA.
the object edge is not touched with AA !!

plus why i do put 2 instance of the Filter Node Editor ??
i am working good with NODE`s, but to be honest i never tried to use Filter Node Editors hover i saw many threads here & at spin quad with magic done with it.
can i have a step by step concept & basic information to use it, it will help really to get all needed passes one time without doing any extra render passes..
Help will be much appreciated.

thanks..
by the way Denis, as i told you before the CP2 plg is WOWWWWWW..
I really don't know how NewTek is leaving you ?? you should be PART of CORE Dev. TEAM.

geothefaust
08-04-2009, 01:38 PM
guy`s, i need really to understand Filter Node Editors?? i did try to get an ambient occlusion pass or Color ID pass..but total fail to me..the AO is TOTAL ignored with AA.
the object edge is not touched with AA !!

plus why i do put 2 instance of the Filter Node Editor ??
i am working good with NODE`s, but to be honest i never tried to use Filter Node Editors hover i saw many threads here & at spin quad with magic done with it.
can i have a step by step concept & basic information to use it, it will help really to get all needed passes one time without doing any extra render passes..
Help will be much appreciated.


Same here. I'm not understanding all of this node, strangely...

Is there a simple step by step somewhere, showing how to setup one of these passes? AO, object ID, DOF, etc.? It would be much appreciated!

dpont
08-04-2009, 04:10 PM
Beside building a node tree for a specific pass,
yes there are some basic concepts to understand
before thinking worflow.

Extra Buffers can be set per surface
(Store Extra Buffer node)
and transformed and saved in both Pixel Filter and
Image Filter node editors
(Get Extra Buffer node).

"Raytrace" option of Pixel Filter NE activates
"Global 3D Shading" for texturing all the scene
(e.g AO, shaders) and output to Global Buffers
in the root of Pixel or Image filter NE.
can also be saved as files
(Get Global Buffer node).


Global 3D Shading uses the Camera and Render
settings of your scene.
AntiAliasing (avoid Adaptive Sampling) needs
"Multithreading" option checked for Perspective Camera.

Second instance of Pixel Filter NE is for managing,
filtering or transforming a whole customized or
conventional Buffer stored in memory like
in the Image Filter process.

"Multithreading" option dosn't allow to use the
second instance of Pixel Filter NE,
to store whole buffer, but the Image Filter node
editor gives another chance to manage/filter
customized buffers.


You may need specific DPfilter nodes, DPKit nodes
and other 3rd party nodes to get objectID or Lighting,
and may be the assistance of Gerardo to get advanced
customized passes.

...
Denis.

gerardstrada
08-04-2009, 04:41 PM
guy`s, i need really to understand Filter Node Editors?? i did try to get an ambient occlusion pass or Color ID pass..but total fail to me..the AO is TOTAL ignored with AA.
the object edge is not touched with AA !!
To get AA with Advanced Cameras we need to activate Multithread/Persp. AA option (double click in Buffer Root). To get AO passes or other shaders/textures in a global way, we need to activate Raytrace/Global 3D Shad. mode. So for a global AO pass for example, we just need to:
1. Add a DP_NPF instance and check the above options.
2. plug an AO node in an input of Global Buffer (Buffer Root)
3. To save this buffer add a Get Global Buffer Node, double click on it and choose the name, root and format for the image file.

Details have been already explained by Denis :)


plus why i do put 2 instance of the Filter Node Editor ??

The double instance trick from Denis is to visualize conventional buffers and processings in Viper, and to apply some filters at pixel level. This is not always necessary unless we need to apply an effect before AA and other optical effects be added. We are able for example to work in linear light, but gamma-correct our results at render time before AA passes are applied, or we can design a simple nodal network for DOF that really works for Classic or Advanced Cameras but be applied before sub-frame operations (as x-Dof is applied). The same nodal setup might be used in DP_NIF as well.



i am working good with NODE`s, but to be honest i never tried to use Filter Node Editors hover i saw many threads here & at spin quad with magic done with it.
can i have a step by step concept & basic information to use it, it will help really to get all needed passes one time without doing any extra render passes..
Help will be much appreciated.


Is there a simple step by step somewhere, showing how to setup one of these passes? AO, object ID, DOF, etc.? It would be much appreciated!

Just in case, I'll share the node setups and presets of the scenes we see here and several other passes through HDRI3D magazine. They will kindly public these files for free in their web site. These will be 3 articles that will cover several possibilities with these experimental tools for Render Management, not only for multipass-rendering techniques, but also for compositing, FX and color grading. I'm finishing the first article this week for multipass-Rendering - which is full of very useful Denis' tips. If you want, barely it be published, we might discuss those experimental nodal setups in this thread or in the Spinquad thread :)


by the way Denis, ... you should be PART of CORE Dev. TEAM.
:agree:


Btw, Denis Pontonnier has updated today the x32 version. THANKS! :thumbsup:

http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html

Some buxfixes with DOF and PRMB with Advanced Cameras over Background. 'Banding' artifacts in LW Buffers with "Multithread" mode of Pixel Filter Node Editor has been totally removed. Besides he had added the possibility to store and save Global Buffers in DP_NIF! This is very useful not only to save transformed buffers (like the AO pass softened with Denoiser filter that Dodgy commented before) but also to save several versions of custom-made filters in a single render with DP_NIF.



Gerardo

H_Molla
08-04-2009, 04:54 PM
Denis.
Thank you for his info. i will try & post again..

Gerardo.
wooooow..thanks
i am waiting ;-)

geothefaust
08-08-2009, 03:37 PM
Thanks Denis and Gerard. All info is helpful. :)


Gerard, I look forward to the tips. What issue will it be in? Any help I can get to start this rolling is much appreciated.

gerardstrada
08-09-2009, 02:50 PM
The first article has been scheduled for Issue# 29. (would liked it be published in the next Issue, but this has taken me more time of what I initially thought). It covers all the basics of these tools, a suggested work-flow and 14 experimental nodal networks for Multipass-Rendering. These are those passes that everybody say that we can not obtain with Lightwave in a single render - or we simply can't get with Lightwave. They are not only possible through these experimental tools but also easier to use through DP_FNE's presets. Would like to cover experimentations with Compositing&FX and Color Grading for the subsequent articles.


Btw, Marvin Landis has updated the last x64 version of DP_Filter Node Editors! Denis has made a brilliant job with these last versions, which are the best since I began to use them two years ago.



Gerardo

vbk!!!
08-24-2009, 07:43 AM
really nice update Denis
Thank Gerardo to spend time to promote this pack !

Testing myself, i have got a problem :
The storebuffer node doesn't work when you use material node.
If someone can confirm it would be great.

I would like to make mate pass with node and it becomes tiedous because of that.
Although I would like to know if it's possible to get special buffers info ( in the advanced tab of the Lightwave surface editor) in a node.
I think it could be fine to get that.

Thanks for your help

geo_n
08-24-2009, 08:06 AM
would love to read these articles.
would they only be avail from that magazine?:D
no way to get it here I think.

gerardstrada
08-24-2009, 04:59 PM
VBK! Materials have different outputs and ExtraBuffers doesn't work with them directly, but we can use them through TruArt's Split Material or the so useful Michael Wolf's Material Blender. I've made SSS passes in this way here, by spliting front and back scattering from a skin material.

About a matte pass, you might want to try with DP_Random node. Though it could be more laborious, you can use also special buffers info by exporting them through Special buffer from DP_Render Buffer node.

Geo_n, you can get any individual Issue (http://www.dmgpublishing.com/Merchant2/merchant.mvc?Screen=CTGY&Category_Code=H3M) in that you are interested from the new magazine web site (http://www.hdri3d.com). They also will kindly share some content there. There are so many ways to make the same thing that any feedback is always interesting. Btw, I've added another pass to the article, so they are 15 passes now :)



Gerardo

rezman
08-31-2009, 10:49 AM
Ok. This is a stunning update: Denis Pontonnier has updated the x32 versions with an impossible mission:

http://imagic.ddgenvivo.tv/forums/FNE/AOpassMblur.png
Distortion Camera

http://imagic.ddgenvivo.tv/forums/FNE/AOpassDof.png
Classic Camera

Yes, he had added DOF and mBlur for Classic Camera and Advanced Cameras in Pixel Filter node editor with Global 3D Shading mode!

According to my tests here, Motion Blur match perfectly LW render with Classic Camera and Advanced Cameras. DOF match LW render for Classic Camera as well, but its sampling has lesser quality in new Cameras (something that can be improved with a node setup for DOF).

This brilliant update is really more of what one can expect. Really BIG thanks, Denis!!!



Gerardo

Really impressive stuff! I'm still trying to get my head around this though. If you wanted to do a depth pass and a motion blur pass (possible?) how would you go about that? You give the final renders but for the life of me I cannot figure out how to wire these up.

gerardstrada
08-31-2009, 01:34 PM
The above features (DOF and Motion Blur) has been implemented by Denis Pontonnier to work in Pixel Filter Node Editor when we build custom-made buffers globally (RayTrace/Global 3D Shad), so that we can get these features in our customized buffers (an object matte pass, or an illumination pass, or an Occlusion pass, etc. already with these features applied). But as I commented before, this is not a must for multipass-rendering techniques since these features are commonly added in post-processing. If you want to get motion vectors or depth passes, you can use any LW Buffer Exporter to export XY Motion or Depth buffer. DP_Render Buffer node offers also these buffers in case you want to transform them or process them in some way.



Gerardo

jwiede
09-03-2009, 06:28 PM
Any chance of us seeing UB versions of these any time soon, Denis/Michael?

Please? Pretty please?

P.S. Look like some of the other DP plugins need UB updates too, BTW.

robertoortiz
09-05-2009, 09:30 PM
Wow this is great!
Ill play with it as soon as I get back to work.
-R

Hieron
09-06-2009, 04:13 PM
I'm a bit of a n00b regarding this stuff, but I wonder:
if I apply the Node Pixel Filter, and do the AO pass for instance, ofcourse the normal render goes first and takes long.

Is there any way to circumvent it doing the full render and just hop to the pixel filter right away, or am I being lazy :)

Lightwolf
09-06-2009, 04:22 PM
I'm a bit of a n00b regarding this stuff, but I wonder:
if I apply the Node Pixel Filter, and do the AO pass for instance, ofcourse the normal render goes first and takes long.

Is there any way to circumvent it doing the full render and just hop to the pixel filter right away, or am I being lazy :)
shaderMeister :D

Cheers,
Mike - back to lurking...

Larry_g1s
09-06-2009, 04:26 PM
WAY COOL! Thanks.


I'm a bit of a n00b regarding this stuff, but I wonder:
if I apply the Node Pixel Filter, and do the AO pass for instance, ofcourse the normal render goes first and takes long.

Is there any way to circumvent it doing the full render and just hop to the pixel filter right away, or am I being lazy :)I too am a noob with this, it'd be cool if someone who knew what they were doing with this could do a quick video tut.

Hieron
09-06-2009, 04:45 PM
shaderMeister :D

Cheers,
Mike - back to lurking...

Hmm, kk will look at what it actually does again :)


Btw: do the normal native SSS node filters not work with this global thingie? I can get the AO pass no problem, but SSS not so much. Can't use Chanlum as it seems to be 32 bit only?

Lightwolf
09-06-2009, 04:51 PM
Btw: do the normal native SSS node filters not work with this global thingie? I can get the AO pass no problem, but SSS not so much. Can't use Chanlum as it seems to be 32 bit only?
I'm pretty sure that I compiled a 64-bit version of ChanLum, I don't know if it ever got released though.

SSS is a good question. They should work, I haven't tested anything the preprocesses for quite a while though - I've spent too much time on V1.1.

So for the hijack...

Cheers,
Mike

Hieron
09-06-2009, 04:57 PM
Is ChanLum still usefull?
In that case, could you perhaps scour your archives for that compile? :)

gerardstrada
09-06-2009, 10:07 PM
I'm a bit of a n00b regarding this stuff, but I wonder:
if I apply the Node Pixel Filter, and do the AO pass for instance, ofcourse the normal render goes first and takes long.

Is there any way to circumvent it doing the full render and just hop to the pixel filter right away, or am I being lazy :)

Hello,

Notice we don't need to render each pass separately. We can render 24 passes in a single render - at the same time! either locally - saving them with Get Extra Buffers node - or globally - saving them with Get Global Buffers node.


Is ChanLum still usefull?

Yes, it is still VERY useful. We can replace for example the back scattering of Fast Skin Material by Chanlum (seeing that it doesn't behave in the same way than in v9.3)

For some smithsonian reason, the new SSS and SSS2 shaders don't work in a pixel filter environment (in Global 3D Shading). But Chanlum indeed works in Global 3D Shading mode. Consider also that SSS, SSS2 and the Legacy SSS shaders work in local way (with Extra Buffers Nodes), moreover, the majority of materials work with Extra Buffers nodes through TruArt's Split Material or the so useful Michael Wolf's Material Blender.



Gerardo

Hieron
09-07-2009, 06:19 AM
Hello,

Notice we don't need to render each pass separately. We can render 24 passes in a single render - at the same time! either locally - saving them with Get Extra Buffers node - or globally - saving them with Get Global Buffers node.


Ah ok, I get it I think... But all 24 passes would not be in the pixel filter node right? Wouldn't you extract them straight from the surface node into a buffer? And save that buffer globally?

Damn, I'm slow on this stuff... passes and linear workflow I got no clue about them both. Guess I need to start getting HDRI3D mag soon....


Btw, something I still didn't figure out:
Is there a way to extract GI lighting as a seperate buffer/pass? I can see some ways to get seperate lights out being stated somewhere, but can a GI buffer be extracted?






Yes, it is still VERY useful. We can replace for example the back scattering of Fast Skin Material by Chanlum (seeing that it doesn't behave in the same way than in v9.3)

For some smithsonian reason, the new SSS and SSS2 shaders don't work in a pixel filter environment (in Global 3D Shading). But Chanlum indeed works in Global 3D Shading mode. Consider also that SSS, SSS2 and the Legacy SSS shaders work in local way (with Extra Buffers Nodes), moreover, the majority of materials work with Extra Buffers nodes through TruArt's Split Material or the so useful Michael Wolf's Material Blender.
Gerardo

The example render looks great indeed, didn't have much luck with the SSS stuff..

Could someone with a 64 bit of Chanlum put it up? plz? :)

Lightwolf
09-07-2009, 07:05 AM
Is there a way to extract GI lighting as a seperate buffer/pass? I can see some ways to get seperate lights out being stated somewhere, but can a GI buffer be extracted?
The next release of the db&w Tools (which are free) include a node just for getting the illumination due to GI.
What you do with it is up to you of course.

Which reminds me, I need to look over them one last time and then they'll be released.

Cheers,
Mike

-EsHrA-
09-07-2009, 07:23 AM
updated ChanLum here :

http://members.home.nl/mlon/lw_chanlum/update/

(or check my sig..)

thanks again to Lightwolf and Dpont.


mlon

Hieron
09-07-2009, 02:41 PM
The next release of the db&w Tools (which are free) include a node just for getting the illumination due to GI.
What you do with it is up to you of course.

Which reminds me, I need to look over them one last time and then they'll be released.

Cheers,
Mike


I must be overlooking something, but isn't getting the illumination due to GI a great thing to be able to subtract? Some caveats or something? :)

Ao is nice and all, but I almost always do GI etc alot, would be nice to tamper with it in post.



updated ChanLum here :

http://members.home.nl/mlon/lw_chanlum/update/

(or check my sig..)

thanks again to Lightwolf and Dpont.


mlon

yay :) Thanks a dozen.

Lightwolf
09-07-2009, 04:30 PM
I must be overlooking something, but isn't getting the illumination due to GI a great thing to be able to subtract? Some caveats or something? :)

Personally I'd rather render it in a second pass and add it in post.

But it it useful for a lot of things either way.

Cheers,
Mike

battery555
09-07-2009, 07:23 PM
will the pixel filter node editor be available for the mac any time soon?

:hey:

I would like to second that :D

gerardstrada
09-07-2009, 07:56 PM
Ah ok, I get it I think... But all 24 passes would not be in the pixel filter node right?
All 24 passes could be in the Pixel Filter Node Editor by depending on how we have set up our passes globally. The possibility is there and we can use it, although most of the times you'll want to send some Global Buffers or Extra Buffers to Image Filter Node Editor to save them or to continue transforming them there.


Wouldn't you extract them straight from the surface node into a buffer? And save that buffer globally?

Extra Buffers indeed do that. We store the data at surface level with Store Extra Buffer node and save them all in DP_Image Filter NE with Get Extra Buffer node. We can set up also passes globally and save them with Get Global Buffer node.


Damn, I'm slow on this stuff... passes and linear workflow I got no clue about them both. Guess I need to start getting HDRI3D mag soon....
The article about FNEs will be in the incoming Issue, I guess.


Btw, something I still didn't figure out:
Is there a way to extract GI lighting as a seperate buffer/pass? I can see some ways to get seperate lights out being stated somewhere, but can a GI buffer be extracted?
Yes a GI can be extracted with these tools. This can be made in several ways by depending on the aspect of GI we need to extract. If you want to get a GI pass where the irradiance component and the radiance occlusion component is mixed, you can go with a node setup like this one (http://www.spinquad.com/forums/showpost.php?p=212442&postcount=12) (just need to add a white BG with a Mixer node). However, that setup only works if all our lights are white, what doesn't happen often. If you have colored lights you can use DP_Shadows nodes in DP_NPF to subtract the direct lighting component instead of Diffuse Shade buffer. If you have an empty background, use DP_Divide Node instead of the common Divide node.

There are some cases where we'll need the radiance occlusion component and the irradiance component (color bleed) by separate. In such a case, I'm sharing some experimental setups in the incoming HDRI3D Issue :)


The example render looks great indeed, didn't have much luck with the SSS stuff..
Do you mean globally (DP_NPF) or locally (DP_Extra Buffers)?


The next release of the db&w Tools (which are free) include a node just for getting the illumination due to GI.
What you do with it is up to you of course.

Which reminds me, I need to look over them one last time and then they'll be released.

Excellent news, Michael! Would be interesting to try it!



updated ChanLum here :

http://members.home.nl/mlon/lw_chanlum/update/

(or check my sig..)

thanks again to Lightwolf and Dpont.


mlon

Thank you Mlon!
And thanks also to Denis Pontonnier and Michael Wolf, again.



Gerardo

H_Molla
09-09-2009, 10:04 PM
All 24 passes could be in the Pixel Filter Node Editor by depending on how we have set up our passes globally. The possibility is there and we can use it, although most of the times you'll want to send some Global Buffers or Extra Buffers to Image Filter Node Editor to save them or to continue transforming them there.


Extra Buffers indeed do that. We store the data at surface level with Store Extra Buffer node and save them all in DP_Image Filter NE with Get Extra Buffer node. We can set up also passes globally and save them with Get Global Buffer node.


The article about FNEs will be in the incoming Issue, I guess.


Yes a GI can be extracted with these tools. This can be made in several ways by depending on the aspect of GI we need to extract. If you want to get a GI pass where the irradiance component and the radiance occlusion component is mixed, you can go with a node setup like this one (http://www.spinquad.com/forums/showpost.php?p=212442&postcount=12) (just need to add a white BG with a Mixer node). However, that setup only works if all our lights are white, what doesn't happen often. If you have colored lights you can use DP_Shadows nodes in DP_NPF to subtract the direct lighting component instead of Diffuse Shade buffer. If you have an empty background, use DP_Divide Node instead of the common Divide node.

There are some cases where we'll need the radiance occlusion component and the irradiance component (color bleed) by separate. In such a case, I'm sharing some experimental setups in the incoming HDRI3D Issue :)


Do you mean globally (DP_NPF) or locally (DP_Extra Buffers)?



Excellent news, Michael! Would be interesting to try it!



Thank you Mlon!
And thanks also to Denis Pontonnier and Michael Wolf, again.



Gerardo

Gerardo, i hope your article regarding the work flow you said earlier that will be post in HDRI3d NOT before issue 29 as i did subscribe for that reason and they told me i will not receive issue 28...pleazzzzzzzzzzzzzzzzz:D

or you compassionate me with another way :thumbsup:

m0184you
09-19-2009, 03:39 PM
Gerardo, any chance to give us HERE node setup for Focus Pass with DP Nodes?
With Focus Pass and post software we could finally have good solution for LW DOF issue.
(I know you work on LW DOF - fast LW DOF - with DP nodes inside LW ...)
Cheers! :thumbsup:

gerardstrada
09-20-2009, 08:07 PM
H_Molla, Thank you for the interest. The article will be published in Issue # 30 :thumbsup:


M0184you, A depth pass is based on distance to camera while a focus pass is based on distance to a focus point. So we just need to add a null object (focus object) and set up globally (enable Global 3D Shad. option) a distance to object gradient (Layer Scalar) based on this null. That's all. In the article, I experiment with a simple Layer Scalar node and a setup inspired in William Vaughan's node setup for distance-to-object gradients, which is more suitable for animations since we use a Gradient node where we can animate the Key parameters of the ramp.



Gerardo

m0184you
09-23-2009, 07:42 AM
I was playing a while with gradients/distance from null and "extra DOF" setups inside LW and it's nice to know I'm on the good track. Thanks Gerardo!
Also checking other greatness of DP nodes. Thanks Denis!
Issue #30 we are waiting!

Cheers!

jwiede
10-09-2009, 08:14 PM
Any closer to a UB update for PFNE and the other DP nodes lacking UB versions?

Thanks!

johnliebler
10-10-2009, 09:10 AM
I've been working these nodes into my workflow, and I seem to have found something odd. If I set up an ambient occlusion pass using Dp's ao shader node, it works fine. but if I change the number of samples to anything lower (it defaults to 27) Lightwave hangs as soon as I press f9. Sometimes it recovers sometimes it doesn't. I can usually abort the render, but then I need to restart Lightwave to get it to stop hanging up, even with the samples set back to 27. I'm on a tight deadline this week, but I'll do some more test when I have time. Is anyone else able to confirm this? I'm using LW 9.6 32 bit on pc.
Thanks,
John

H_Molla
10-10-2009, 09:56 AM
also..when i do my test renders at layout everything is great, send you scene to network render & BANG.. the exported passes for example AO & Normal pass had black lines in the left side !! is this a bug ??
32 bit by the way..did not test it wit 64..

gerardstrada
10-11-2009, 09:40 PM
John, yes, 27 samples seems to be the minimum for DP_AO node (curiously, less than 27 samples become in longer render times). You might want to try with SG_AmbOcc node as well, it has a very smooth sampling distribution and it's a bit faster.

Hesham, are the black lines present over empty backgrounds? If so, Denis developed a node called Save Mask to avoid those issues with Multithreading. Let's consider also these are experimental tools where Denis has drawn on all possible hacks to make FNEs work with MT and PRMB, but with the current SDK, some things might work better with a single Thread.



Gerardo

johnliebler
10-13-2009, 06:55 AM
Thanks Gerardo, It's good to know about the 27 samples. I was trying to use the Denoiser node, and in his example, Denis is using only 8 samples, but it doesn't say which AO node he is using.
I think there is also a memory leak in either the AO node or Node Pixel filter. My renders are crashing every hundred frames or so, and the task manager shows the ram being slowly consumed.

John

gerardstrada
10-13-2009, 09:24 PM
I've remember the node system had a similar bug with v9.3.1 or v9.5, I think, but it was solved in v9.6. I haven't been able to reproduce the problem here (20 passes for 120 frames) - Win 64 Pro / LW 9.6 / DP_PFNE x32 and x64 / MT. Can you please specify your OS and scene settings? This happens only with DP_AO node or other nodes as well? Have the nodes been used through Extra Buffers or globally in DP_PFNE? Has some one else experienced this memory leak issue?



Gerardo

johnliebler
10-19-2009, 06:10 AM
Hi Gerardo, I'm sorry to take so long to get back to you, my deadline was looming. :) I was using DP_AO in the Pixel Node Editor, Lightwave 9.6 on windows xp32. I will try to do some more tests, to see if I can see it happen again. It is possible that I had accidentally loaded an older version of DP_Kit. That might have been the problem.

gerardstrada
11-03-2009, 02:26 AM
John, don't worry, work is first! Hope you find the solution.

Oliver, Yes we can. There are two ways. Locally - through ExtraBuffers nodes for all SSS shaders and Globally - through DP_PFNE (Global 3D shad.) for Chanlum only. We can also export the epidermis and subdermis scattering components from FastSkin Material. Simply adjust the visibility of Diffuse and each back scatter component. We need a Material instance per each component. Then, we get them as diffuse shading from Truart's Split Material or the wonderful Michael Wolf Material Blender. From there to your favorite Extra Buffer (Color input).

--- o ---

Btw, HDRI3D magazine will kindly share for free all the nodes setups from all the experiments in the article (Issue# 30). This scene wil be available only for readers:

http://imagic.ddgenvivo.tv/forums/FNE/article/FColor.jpg

The unconventional passes we have experimented with in this incoming article has been:

http://imagic.ddgenvivo.tv/forums/FNE/article/Op.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/AOp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/ROp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/BLp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Flp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Klp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Rlp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Bp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Fp.jpg

gerardstrada
11-03-2009, 02:26 AM
http://imagic.ddgenvivo.tv/forums/FNE/article/DRGBp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Dsp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Ip.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/ROpAL.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/ROpDL.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/Np.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/OMp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/SMp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/SSSp.jpg

http://imagic.ddgenvivo.tv/forums/FNE/article/UVp.jpg

Thanks a bunch to Denis Pontonnier, not only for so stunning tools but also because the article is full of Denis' Tips!



Gerardo

gerardstrada
11-03-2009, 02:29 AM
In following articles we'll probably experiment a bit more with the possibilities of DP_IFNE http://forums.cgsociety.org/images/smilies/smile.gif

http://imagic.ddgenvivo.tv/forums/FNE/article/Fpost.jpg



Gerardo

Julez4001
07-16-2011, 09:43 PM
Much needed BUMP

Gerado


Any plans for video tutorial?

UnCommonGrafx
07-17-2011, 06:12 AM
Btw, HDRI3D magazine will kindly share for free all the nodes setups from all the experiments in the article (Issue# 30). This scene wil be available only for readers:


Did this ever see the light of day? I would so value such an article at this time.

Gerardo, did your words of wisdom get in a mag or is that something we can pay you directly for? Truly, now would be a GRAND time to get this info out, yet again.

stiff paper
07-17-2011, 06:55 AM
Did this ever see the light of day? I would so value such an article at this time.

The magazine did appear with the article in it, and the node setups were/are available to download from the HDRI3D site. Unfortunately, the site requires that you input a specific word from a specific page of that issue before it'll let you have the files.

gerardstrada
07-17-2011, 05:19 PM
Much needed BUMP

Gerado


Any plans for video tutorial?

Hey! Julian, thanks! A video tutorial is a bit problematic for me right now, mainly because I'm not very familiarized with the process, options and tools for high quality video tutoring and it would consume more time than a written article, and because if my written English is terrible, my spoken English is worse! and it would be a mute tutorial ...or subtitled :D
But if someone has the goodwilling and time to make a free video tutorial based on my articles or posts, please, feel free to do so by adding the credits and a reference to the articles/posts.



Did this ever see the light of day? I would so value such an article at this time.

Gerardo, did your words of wisdom get in a mag or is that something we can pay you directly for? Truly, now would be a GRAND time to get this info out, yet again.

Robert, thank you for your interest. Yes, the article was published in HDRI3D magazine in Issue# 30 as Bob has explained. This was the first article of a series of 3 covering the possible capabilities of the Filter Node Editors. This article (http://www.hdri3d.com/index.php?option=com_content&view=category&layout=blog&id=163&Itemid=100) covered some experimental setups for Multipass Rendering. The other two articles (still don't know if they will be published by the same magazine) will cover Compositing/FX and Color Grading.


The magazine did appear with the article in it, and the node setups were/are available to download from the HDRI3D site. Unfortunately, the site requires that you input a specific word from a specific page of that issue before it'll let you have the files.
Bob, try with other applications and see what happens...
Will probably have to update those node setups and scene seeing that Denis Pontonnier's nodes and Michael Wolf's nodes has been updated with new useful features since then.



Gerardo

Julez4001
07-17-2011, 06:14 PM
Gerardo
What will become of the other two articles you wrote for HDRI 3D.

Why don't you sell them yourself.
I'd buy a PDF of it ...no problem.
Maybe some sample scene files?


What do you think?

adk
07-17-2011, 06:28 PM
Gerardo
What will become of the other two articles you wrote for HDRI 3D.

Why don't you sell them yourself.
I'd buy a PDF of it ...no problem.
Maybe some sample scene files?


What do you think?

Yeah ... I'm not sure what the last issue I received here in Aus. was but I pretty much subscribed to HDRI just for your articles Gerardo, so a paid PDF sounds like a plan. No pressure tho :D and as always many thanks for the great info.

adk

allabulle
07-18-2011, 08:23 AM
Gerardo
What will become of the other two articles you wrote for HDRI 3D.

Why don't you sell them yourself.
I'd buy a PDF of it ...no problem.
Maybe some sample scene files?


What do you think?

I agree. And I would buy them too. I don't know if he can do it though. But if he writes anything new I'll buy that PDF without hesitation.

stiff paper
07-19-2011, 03:21 AM
Bob, try with other applications and see what happens...

Heh. Thank you.

COBRASoft
08-15-2011, 08:17 AM
Would pay for seperate PDF also :). Video tutorial too :)...

Julez4001
08-15-2011, 08:07 PM
Gerado

The people are speaking, man.
What say you?

gerardstrada
08-18-2011, 03:11 PM
Wow! Thank you very much for the interest in these articles! I'm studying some options for the incoming publications.



Gerardo

UnCommonGrafx
08-18-2011, 06:03 PM
How about $25.00 for a full tutorial.
Sell it through Liberty3d.

I believe there are at least 100 of us that would pay for the full monty of your knowledge on DP's stuff.

Surely that's more than all the articles combined? I'm hoping this could come to fruition, sooner than later. I've been playing with this stuff and it is, indeed, amazing that LW can already do so much of it. Broken, but lots o'trick stuff.

jeric_synergy
08-18-2011, 06:26 PM
Documentation of the EXISTING features is LW's biggest shortcoming.

It's nuts. Oh well, it supports the cottage industry of 3rd party documentation, so there's the silver lining.

And gerado: PLEASE don't make a mute tutorial-- I hate those things. Inevitably you'll zoom thru the confusing part. A PDF is mucho better: I think you can embed video sequences inside PDFs.

COBRASoft
08-18-2011, 07:01 PM
I asked Matt once to make tutorials for the most interesting plugins of DPont. This was before he worked for NT... Maybe I should ask him again :), LW would benefit so much from tutorials like these.

Gerardo: of course I would still like to see a deep tutorial of what you've shown in this thread!