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Type: Posts; User: Tobian

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  1. Thread: clip map

    by Tobian
    Replies
    7
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    250

    Yes, but only in the 2015+ versions. Before this,...

    Yes, but only in the 2015+ versions. Before this, it wasnt possible.
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    764

    Sticky: Very nice rig, nice and simple!

    Very nice rig, nice and simple!
  3. https://youtu.be/qeLLGPwiYOs

    https://youtu.be/qeLLGPwiYOs
  4. Replies
    6
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    415

    The amount is tied to roughness. Even polished...

    The amount is tied to roughness. Even polished concrete will have quite a high roughness, so increase roughness, and your glancing reflection amount will decrease a lot.
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    415

    You're half right. If you set it to 0, that...

    You're half right.

    If you set it to 0, that disables it. If you set it to 0.0001 or above it enables it. Now it should not be at 100%, unless your roughness is 0, and you are viewing it at a...
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    5
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    407

    Nodes are only evaluated 1 spot deep, for openGl,...

    Nodes are only evaluated 1 spot deep, for openGl, I believe it's stated in the manual, or really should be! So if you plug in a texture, it will read that, but it will not read anything deeper. To do...
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    That looks amazing!

    That looks amazing!
  8. Replies
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    394

    So you're saying the specular is not being...

    So you're saying the specular is not being occluded by geometry, because it just looks like a specular hotspot, reflecting in the mirror?. The only other thing i could suggest is a material elsewhere...
  9. Thread: Torch Texture

    by Tobian
    Replies
    18
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    1,162

    Those are very realistic for procedurals, thanks...

    Those are very realistic for procedurals, thanks Denis! Its a shame they aren't volumetric in nature, that would be awesome with the volumetric system!
  10. Thread: vertex colours

    by Tobian
    Replies
    10
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    434

    I'm pretty sure they are visible, and can be...

    I'm pretty sure they are visible, and can be imported and exported, in 2018 /2019, I tested it a few times. hmmm.
  11. Replies
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    1,115

    Very nice work. Nice clean lighting!

    Very nice work. Nice clean lighting!
  12. If you use a 'sun' light, with visible to camera,...

    If you use a 'sun' light, with visible to camera, instead of the 'sun dot' in the physical sky (and set the radius of the sun in physical sky to 0), you can just attach a lens flare to that light....
  13. Thread: Mirrors

    by Tobian
    Replies
    5
    Views
    360

    He's and no. Pbsdf doesn't allow you to make 100%...

    He's and no. Pbsdf doesn't allow you to make 100% of all materials, or give you access to all the possible effects available. Its your choice to make a pbr or a wholly fake material with the...
  14. Replies
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    1,604

    https://docs.lightwave3d.com/lw2019/reference/layo...

    https://docs.lightwave3d.com/lw2019/reference/layout/object-properties/gi-tab
  15. Replies
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    1,604

    Rather than set the fur to be unseen by rad, try...

    Rather than set the fur to be unseen by rad, try setting it to be brute force, with relatively low samples (4-16), for the fur object, also experiment with disabling glossy reflections on the hair...
  16. Thread: Mirrors

    by Tobian
    Replies
    5
    Views
    360

    Make metalness 100%, make rouggness >5%, make...

    Make metalness 100%, make rouggness >5%, make colour white. Or use a material component specular in 2019
  17. Thread: Hexagonal grid

    by Tobian
    Replies
    4
    Views
    603

    Very nice compound!

    Very nice compound!
  18. Replies
    33
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    1,756

    Love the style of this, especially the spagetti...

    Love the style of this, especially the spagetti hair and the lovely poly flow you have! Nice work!
  19. The lwiki Facebook group has had its drama...

    The lwiki Facebook group has had its drama moments, but when things get out of hand, we do cull posts. The usual crybullies whine about free speech, but a curated forum just makes for a much better...
  20. Replies
    41
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    1,604

    Stunning work! The textures quality come through...

    Stunning work! The textures quality come through despite the conversion (which isn't always kind to old textures). I'd say maybe increase the intensity of the sky, and tonemap the results. I think...
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    1,029

    It doesn't mix with the bg gradient, but the...

    It doesn't mix with the bg gradient, but the layers and layered textures all work as with anything else in that editor.
  22. Ahh I miss Gino :D Beta testing is mostly...

    Ahh I miss Gino :D

    Beta testing is mostly industry people, that's kind of the point, the problem is they have *VERY* different priorities than 'squabbling hobbyists' and of course, plenty of cash...
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    759

    It's almost certainly from triangulation errors....

    It's almost certainly from triangulation errors.

    Try running this https://www.lightwave3d.com/assets/plugins/entry/normal-corrector/ and then unify polygons (and flip if anything got inverted).
    ...
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    280

    It's just the logic of the nodes, they don't...

    It's just the logic of the nodes, they don't 'inherit' the base colour of the material, as they did in layers, because the 'base' layer is always the material colour/value itself. Instead they...
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    847

    They could implement pro-render, but it would...

    They could implement pro-render, but it would necessarily not have all LW features, which would be a major disadvantage, as opposed to coding their own (which would also be equally Sisyphean) , but...
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