In LW Buffers (Including Custom Buffers),
node editors and nodes in general,
colors are always RGB in floating values,
including positive and negative values,
same in Image Filter node editor...
Type: Posts; User: dpont
In LW Buffers (Including Custom Buffers),
node editors and nodes in general,
colors are always RGB in floating values,
including positive and negative values,
same in Image Filter node editor...
Lately...It seems that it is possible to remove this bad "fading" in WriteBouncedBuffer node for the Albedo Buffers
when lowering the roughness of Principled material,
I updated DP Filter 2018.
...
As far I know, DB&W has a tool for that,
but you may have also a possible solution with the Instancer Info of DP Instancer,
note that this node works also with native instancer,
add a Motion node...
I will see later in details your scene, but I doubt to be able to fix something on this side,
because WriteBouncedbufffer node has not clue about connected material,
it evaluates the Albedo for a...
This scene doesn't crash here with 2019.1 neither 2020.0.2, loading, rendering, quitting.
Denis.
Not compatible, but I added the following nodes in DP Filter 11 (windows versions):
AntiAlias
ColorSpace
ColorTransfer
FastToneMap
Lut
Median
You will need to re-add the...
The recent material input/output in Rotale Tool node was locked, this has been fixed.
About Image Map node, first and again it is not for replacing the native Image node,
it is for changing frame...
Replace Spot node (DP Filter 2018) can be set globally now,
instead of replacing spot per procedural output, it can do it for all node setup,
just by placing it in top of the setup.
149052
...
Replace Spot node is present in Lightwave since 2008,
in DP Filter module, but available for surfacing too,
x32 & x64, also for 2018 with improvements for blending texture… etc
Denis.
I just tried it with your foam loaded in MCC Emitter, then activating legacy Hypervoxel,
that works in LW 2015, but can get it in LW 2020,
probably a bug in 2020, because I can import the 2015...
At least I can get correct backed Multi MC file from ParticleScan,
both foam & spray played with MCC Emitter.
Confirmed for exporting pfx format,
I will see what is going on with spay.pfx.
...
Speaking of RealFlow, I don't have so much sample files to test here,
how big is the PFX?
If you can generate such, but smaller PFX,
I could try to debug it.
You may also try the MC Multi files....
It is in the DP MD module in the link below,
but forget it, my mistake and too fast reading,
was talking about particle BIN.
Denis.
If you can get it to work in LW11, you could try to export it
with ParticleScan plugin from DP MD,
but not tested with an imported RF BIN seqience for a while.
Denis.
I attached my animated test scene above.
148784
Didn't mention that beside this ObectUV mapping,
other world or local coordinates mapping is possible,
also you can get Bump output, will be...
Found another way for such similar edge blending,
with one evaluation per Color and one per Normal, so faster to render,
but not a "one node" solution.
No Blending:
148769
Blending:
You can enable Global Buffer in the Pixel Filter editor,
plug OIDN in the first Color Global Buffer,
add a GetGlobalBuffer node no need to connect it,
open its panel, enable and setup the first...
Yes, this is what I read it seems that the main system is on a separate read only partition,
so what I read, also it is possible to modify, copy or drag & drop only in recovery mode,
Please try...
I'm certainly not a Mac expert,
May be something to do in the Security an Privacy section?
Denis.
I made some experimentation close to this effect,
the ball has the same UV map name than the box,
native image node set to Object UV, offsetting the U & V for the Ball,
148766
alas it is slow...
Not sure if I can help,
as I remember I didn't create this "lib" folder, in Yosemite, neither in HighSierra,
don't know what is your OS,
as you can see in mine, there were alreary several...
I tried the same node setup I posted above, VPR active,
connecting the scalar from Layer Scalar+ to a gradient and/or to a Mixer,
don't get crashes, I wouldn't exclude an issue, but must be...
As I said increasing samples is just for smoothing curviness of the path/spline,
I'm almost sure this has nothing to do with such popping.
Fuzziness, if it gives that issue, this can be avoided,...
Depends how you used the Texture in your setup, number of samples has more to do with smoothed angles,
something else I think.
Marker Pen is usually directly used as texture displacement and...
Also for common image mapping, I don't recommend it, use native Image node,
as said in the doc it is for specific usage, may improved one day.
Denis.