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    Yes. Multiple times. For general 3D technology...

    Yes. Multiple times.

    For general 3D technology integrations like this (or, say, USD), they shouldn't be waiting on feature requests -- esp after said tech's adoption begins to spike up (as...
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    Hopefully Newtek caught onto the extensive use of...

    Hopefully Newtek caught onto the extensive use of Substance-based surfacing in both cases. LW really needs a proper native solution with full procedural-adjustment support (as in, actually work with...
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    I'd recommend customizing Catch...

    I'd recommend customizing Catch + FakeIt, or see if you can get Google Test working -- a LOT depends on precisely what aspects of C/C++ you're actually using, as well. Some frameworks support most,...
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    Sticky: Ah, okay, that's unfortunate, was hoping issue...

    Ah, okay, that's unfortunate, was hoping issue was maybe confined to one engine path or the other.



    Depends on precisely how TFD interacts with LW during rendering, and how events are handled...
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    Sticky: Doesn't sound so great for them either.

    Doesn't sound so great for them either.
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    It could be joints are just broken (perhaps since...

    It could be joints are just broken (perhaps since LW2019) w.r.t. FBX and/or LFS. LW devs had kind of ignored joints for a while, while focusing on Genoma which much preferred bones, and even after...
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    Sticky: That sounds basically unusable. Are you using...

    That sounds basically unusable. Are you using TFD in GPU mode, or CPU mode? Does using the other mode mitigate any of those issues?
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    Try with one and/or both of those on, starting...

    Try with one and/or both of those on, starting with Threaded Mesh Eval?
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    If you don't, you'll pay for it in the long run.

    If you don't, you'll pay for it in the long run.
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    Yeah, that sounds more like the fp math is...

    Yeah, that sounds more like the fp math is breaking somehow below a certain point (denorm? resolution floor?) and causing roll-over.
  11. Thread: Character fun

    by jwiede
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    Anteater? Badger? Yeah, the "eye circles"...

    Anteater? Badger?



    Yeah, the "eye circles" can be very expressive, reference Drinky Crow for a vaguely similar "eye circles" expression scenario.
  12. I'm reasonably sure this stems from how Newtek is...

    I'm reasonably sure this stems from how Newtek is setting up the LW UI / Qt input focus relationships. This isn't new, Mac LW's UI historically has had problems in the area of window and UI gadget...
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    Tim, first off, thanks for posting, great 3D...

    Tim, first off, thanks for posting, great 3D works, and photos.

    Since nobody else has mentioned it yet, your "About Me" section at the beginning has the sentence: "While I enjoy creating all...
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    Thanks Oliver! The continued support is greatly...

    Thanks Oliver! The continued support is greatly appreciated!
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    148279 The above are how my LW2020.0.1 (Mac64,...

    148279

    The above are how my LW2020.0.1 (Mac64, 10.13.6, AMD Vega64 gfx) GL config for Modeler come up at launch after config clear. Either LW is selecting PBGLSL only when Nvidia gfx are present...
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    To clarify, by "controls" he's referring to the...

    To clarify, by "controls" he's referring to the character rig's foot placement / IK goal nulls for L and R foot. Walking in place, they'll just slide back and forth over the same region, but when...
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    Unfortunately, the evidence is piling up that's...

    Unfortunately, the evidence is piling up that's the closest you'll have to "Cycles for LW" in any foreseeable future.
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    Something odd's going on there, that graphics...

    Something odd's going on there, that graphics card has 16GB VRAM and (esp. combined with Ryzen 3950X and 64GB RAM) shouldn't be performing so poorly. It should also definitely should perform much...
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    IKB is actually decently workable for easy...

    IKB is actually decently workable for easy load/store of poses, particularly combined with negative-frames-as-library -- IFF you have a single posed rig, and only need to organize a reasonably small...
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    Not really. Go take a look at the UI and you'll...

    Not really. Go take a look at the UI and you'll instantly see why that won't really work in context. It's a channel-by-channel, entity-by-entity system. It saves as channels. That also means it's...
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    So what you really want is a kind of "pose...

    So what you really want is a kind of "pose library" you can keep with the character, for reuse in new scenes where you reuse the character?

    There are various plugins to help with that, as...
  22. Thread: Lightwave 2020

    by jwiede
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    There's a(t least one) significant change to...

    There's a(t least one) significant change to lscript (and underlying LW functionality) in LW2020 that breaks existing lscripts that relied on it, see this post for the details.



    Sorry, but...
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    They're generating more texture detail, it's...

    They're generating more texture detail, it's unsurprising that would cost a bit of OGL framerate.
  24. Thread: Lightwave 2020

    by jwiede
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    You do realize that's written in lscript, as is...

    You do realize that's written in lscript, as is Legato itself, right?
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    Not the same thing, those are the older...

    Not the same thing, those are the older layer-based IFW textures, what most here are talking about the IFW nodal textures (esp. ones that don't have layered equivalents like the texture splotter, the...
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