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Type: Posts; User: Kryslin

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  1. Replies
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    Yes, weight mapping the model would help, though...

    Yes, weight mapping the model would help, though you could add hold bones in area like the chest and such to control deformations.

    If you use weight maps, at a minimum, you'll need Torso, Neck,...
  2. It appears that you have to go through the...

    It appears that you have to go through the following steps:



    import lwsdk

    def process (self, ga)
    name = "myfilename.lwo"
    result = ga.evaluate(ga.data, "LoadObject %s" % name)
    (This...
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    Use a vector node under constant. Heading into...

    Use a vector node under constant. Heading into the X channel, Pitch into the Y channel, and Bank into the Z channel.
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    Translation, Scale, Rotation are all vectors; ...

    Translation, Scale, Rotation are all vectors; The first two are <X,Y,Z>, and rotation is <H,P,B>. Unknown whether rotation is in degrees or radians, though...
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    I'll probably bite on it here. The new remeshing...

    I'll probably bite on it here. The new remeshing function looks promising...
  6. If you are using FiberFX, you will need extra...

    If you are using FiberFX, you will need extra anti-aliasing passes, sometimes 30%-50% more. There is no way around it, due to the ray-traced primitive method now used.

    Nothing you can add to a...
  7. With Multishift, be sure to check the box marked...

    With Multishift, be sure to check the box marked "group polygons". Treats the entire selection as one polygon, then.
  8. Bevel or multishift can expand or contract a flat...

    Bevel or multishift can expand or contract a flat polygon(s) easily, just use the inset value to achieve your effect.
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    There have been a few changes in lscript; It's...

    There have been a few changes in lscript; It's quite possible that something broke in the 2018 cycle that's only been partially fixed - I had a pretty generic lscript that started throwing "Internal...
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    Unfortunately, you can't use the face rig builder...

    Unfortunately, you can't use the face rig builder to change the number of bones in the rig parts. You have to clear the old one out, and rebuild the face rig. There are things you can do to save...
  11. Yes, a screen shot showing the problem would be...

    Yes, a screen shot showing the problem would be helpful.

    Early on, when learning lightwave, I came across problems that would cause a very sharp fall off. I've not had that problem since the 11.x...
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    Bias maps are RGB vertex color maps, with the...

    Bias maps are RGB vertex color maps, with the vector being a color value. The values can be either in the range of -1 to 1, or remapped to 0 to 1 ( (value + 1) / 2, and use the remapped value check...
  13. Thread: Planar script

    by Kryslin
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    543

    While it is a neat little script, does exactly...

    While it is a neat little script, does exactly what it says, there is a much simpler way to accomplish the task...


    main{
    makebox(<0,0,0>,<1,1,0>, <4,4,1>);
    }


    If you need a reference...
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    FFX Estimator has a bit of a quirk right now -...

    FFX Estimator has a bit of a quirk right now - You have to press calculate twice to get the results from it. I think I might have to move this one over to Python...

    It's not like it's all that...
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    I've already got the condition of

    I've already got the condition of <2 surfaces trapped, I'll work on the existing point of poly selection during the next week. Then... Parts.
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    I changed 3 settings - I turned on Brute Force GI...

    I changed 3 settings - I turned on Brute Force GI (with 4 samples), turned off Interpolated, and changed the Adaptive AA threshold to 0.05, and the filter radius to 0.51.

    Cut 4 minutes off my...
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    How many surfaces do you have on the object? ...

    How many surfaces do you have on the object? There should be at least two, and the script works on polygon selections. Having only one surface would bomb the list box, since it removes the surface...
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    I think I know what's causing this, but I'll take...

    I think I know what's causing this, but I'll take a look.

    In my experience, I've always made sure that I've actually physically selected something in every menu item...

    (Not having selected...
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    As an experiment, I took the scene, and added a...

    As an experiment, I took the scene, and added a 12th Pod, with Skin material / FiberFX on it, in the center of the scene (Which is the worst possible place for it, IMHO...)
    Render time was about...
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    My results, on my 6YO workstation, Stats in my...

    My results, on my 6YO workstation, Stats in my sig line:a 17m56s
    146035
    (Everything is stock; Running Win10 Pro 1903 x64, LW 2019.1.3)
  21. Replies
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    Part of the problem is how many scenes from older...

    Part of the problem is how many scenes from older version of Lightwave still use it? Thus, we have the double edged sword of backwards compatibility...
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    Even then, without being able to distribute a...

    Even then, without being able to distribute a frame across a render farm, still not very useful.

    Yes, someone could write a plugin to dice the frame up, render the tiles, then stitch the image...
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    The individual, discrete hairs in a clump are...

    The individual, discrete hairs in a clump are handled by the "Stray" parameter.

    For it to work, though, you need to have more than 1 fiber per clump.

    I think there are several feature requests...
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    Ok, Translucency in the hair material is what...

    Ok, Translucency in the hair material is what makes this work. I have it set on a gradient based on the incidence angle, with it ramping up to 100% close to the 90 degree mark. Where the sweet spot...
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    The translucency setting in the hair material...

    The translucency setting in the hair material seems to be the key, but you need to either crank it really high, or have a really bright light behind to make it work.

    Still experimenting...
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