Added color procedural to reflected and refracted balls,
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Using the same node for catching second hit of albedo and similar post-process composited with Raw Buffer,
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Yet the...
Type: Posts; User: dpont
Added color procedural to reflected and refracted balls,
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Using the same node for catching second hit of albedo and similar post-process composited with Raw Buffer,
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Yet the...
No we can't do this with a node setup plugged in Custom Buffer, because this buffer type works only for first hit,
so I made an experimental node, which theoretically could be added with a batch...
I did a test with this case, a central ball with 50% reflection, 50% transparency and a slight IOR,
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Adding two special Buffers, Custom but filled in a node internally,
because afaik in...
Without specific shader, you can start with this preset,
and modifying Color input (old school),
with a combination of 2 Color Layer gradients,
one with Light Incidence over another with...
Also if your bulb objects are identical,
just use instancing, replace Item type ID with Instance ID.
Denis.
Fabric Surface Preset, contains 2 presets, Satin and Velvet.
Denis.
Did you try the Velvet preset in the fabric section?
Denis.
Random Color on surface of Object is far simpler,
so you don't need RGB channel, just go the Surface node editor.
If you want the same random color on a object,
you copy this node setup in the...
This was caused by some kind of latency in Layout when cloning Light or Camera item only,
I delayed the id detection in nodeChannelFilter, updated all versions,
so the above scene with cloning...
Hum.. Seems that the above setup doesn't work as expected,
the light ID is somehow not correct in the in Color channel context,
not like in a Motion context, will see if I can fix it later.
...
Depends also how many lights you have to setup,
because this could be tedious to paste a node setup for R,G and B Channels,
except if you can position them in a final step.
If you have both DP...
Which version of Lightwave?
If you are prior to LW2018, Light Color have only Color RGB Channels.
In this case Modifier or third party Channel node editor could help,
but per channel.
Denis.
A least we would build a custom buffer for these special normal and raw color buffers,
then we could get it in DP Filter but there's an issue yet,
also firing a ray nodally to get it, is not...
Sorry for speaking of DP Lights, because not compatible with LW2018+,
but Web Light had a way to change axis orientation of IES,
at least if this is efficient for this case in 2015, push a feature...
Yes, nodal versions have been updated.
Thanks for report,
Denis.
So in this case Gaea seems to not have the same Y axis than LW,
this can be adjusted in LW, try "invert Y" in the normal map node.
Denis.
Wanted also to verify if the faked relief above was convincing (without knowing the original)
not a great resolution but I'm able to get a rough height map,
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and a displaced mesh object;...
When you have different type of Normal map, like different space
of axis inversion you get garbage, not the case in my test,
but you may have other kinds of error in the mapping itself,
don't know...
I don't know the original displaced terrain,
but looks like a correct normal map in tangent space,
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You may be surprised by red or green color in it,
this is because the relief is...
I don't think that green and blue channel of Coverave Buffer are totally useless (until you haven't cryptomatte)
the green is a normalized Depth Buffer and the blue is a normalized Object ID Buffer....
If you reference one mesh object for a large number of instances,
offsetting position/rotation animation is a real economy of RAM memory,
the renderer needs to pre-calculate and store only one mesh...
A node setup has the advantage to be applied to all Referenced Objects,
Or there's another trick in DP Instancer, add a first Object to be instanced,
adjust settings and check "Copy Reference...
This is something you can do in DP Instancer,
the trick is to first select all objects in Scene editor, then CTRL click to add the instancer in the selection,
so you can open the DP Instancer...
I updated also DPKit,
added Cubic mode to both Tile and Mirror Tool nodes,
here combined with RManNode Truchet, all set to Cubic projection,
kaleidoscopic on all sides,
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...
..But this last "Sharpness" addition broke something when loading 2D texture,
so I recommend to download the last version of RmanNodeCollect.
I found that Truchet texture generates also infinite...