Search:

Type: Posts; User: dpont

Page 1 of 20 1 2 3 4

Search: Search took 0.24 seconds.

  1. Replies
    11
    Views
    394

    Added color procedural to reflected and refracted...

    Added color procedural to reflected and refracted balls,

    146411

    Using the same node for catching second hit of albedo and similar post-process composited with Raw Buffer,

    146412

    Yet the...
  2. Replies
    11
    Views
    394

    No we can't do this with a node setup plugged in...

    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...
  3. Replies
    11
    Views
    394

    I did a test with this case, a central ball with...

    I did a test with this case, a central ball with 50% reflection, 50% transparency and a slight IOR,

    146382

    Adding two special Buffers, Custom but filled in a node internally,
    because afaik in...
  4. Thread: LW 2019 Velvet

    by dpont
    Replies
    7
    Views
    249

    Without specific shader, you can start with this...

    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...
  5. Replies
    13
    Views
    347

    Also if your bulb objects are identical, just...

    Also if your bulb objects are identical,
    just use instancing, replace Item type ID with Instance ID.

    Denis.
  6. Thread: LW 2019 Velvet

    by dpont
    Replies
    7
    Views
    249

    Fabric Surface Preset, contains 2 presets, Satin...

    Fabric Surface Preset, contains 2 presets, Satin and Velvet.

    Denis.
  7. Thread: LW 2019 Velvet

    by dpont
    Replies
    7
    Views
    249

    Did you try the Velvet preset in the fabric...

    Did you try the Velvet preset in the fabric section?

    Denis.
  8. Replies
    13
    Views
    347

    Random Color on surface of Object is far simpler,...

    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...
  9. Replies
    13
    Views
    347

    This was caused by some kind of latency in Layout...

    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...
  10. Replies
    13
    Views
    347

    Hum.. Seems that the above setup doesn't work as...

    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.
    ...
  11. Replies
    13
    Views
    347

    Depends also how many lights you have to setup,...

    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...
  12. Replies
    13
    Views
    347

    Which version of Lightwave? If you are prior to...

    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.
  13. Replies
    11
    Views
    394

    A least we would build a custom buffer for these...

    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...
  14. Thread: Taming the ies

    by dpont
    Replies
    4
    Views
    289

    Sorry for speaking of DP Lights, because 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...
  15. Thread: Grass Texture

    by dpont
    Replies
    5
    Views
    512

    Yes, nodal versions have been updated. Thanks...

    Yes, nodal versions have been updated.

    Thanks for report,
    Denis.
  16. So in this case Gaea seems to not have the same Y...

    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.
  17. Wanted also to verify if the faked relief above...

    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,

    146264

    and a displaced mesh object;...
  18. When you have different type of Normal map, like...

    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...
  19. I don't know the original displaced terrain, but...

    I don't know the original displaced terrain,
    but looks like a correct normal map in tangent space,

    146257

    You may be surprised by red or green color in it,
    this is because the relief is...
  20. I don't think that green and blue channel of...

    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....
  21. If you reference one mesh object for a large...

    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...
  22. Replies
    17
    Views
    540

    A node setup has the advantage to be applied to...

    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...
  23. Replies
    17
    Views
    540

    This is something you can do in DP Instancer, ...

    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...
  24. Thread: Tile Mixer

    by dpont
    Replies
    14
    Views
    1,507

    I updated also DPKit, added Cubic mode to both...

    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,

    146211

    146210
    ...
  25. Thread: Tile Mixer

    by dpont
    Replies
    14
    Views
    1,507

    ..But this last "Sharpness" addition broke...

    ..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...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4