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Type: Posts; User: MSherak

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    A way one can do this is convert the normal maps...

    A way one can do this is convert the normal maps to displacement maps. Sub-D the model and place the displacement maps on the geometry. Then do a saved transformed. There might be shrinking but much...
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    I checked his site and he does have a render info...

    I checked his site and he does have a render info node. No camera information node to extract position for focal distance to be calculated.
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    Could not find a node that does from his library.

    Could not find a node that does from his library.
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    Should be easy with expressions. 1) make sure...

    Should be easy with expressions.

    1) make sure each camera has a unique name ex. Camera1, Camera2
    2) make a focus object or null ex. FocusPoint
    3) use this expression: ...
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    Ah, you are looking for the position of the...

    Ah, you are looking for the position of the Current Render Camera. Yup something the Camera node does not have. What is it that your trying to do?
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    ITEM INFO node can do that for World Position....

    ITEM INFO node can do that for World Position. Add the node and double click to select which item for it to look at. There is also a node to gain access to all the camera settings.

    -M
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    I have not used the hub since version 6 and don't...

    I have not used the hub since version 6 and don't really miss it.

    As for workflow, I reworked the TOP GROUP in layout so I have access in any tab to important commands. In modeler I placed the...
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    Just use Denis's DP Tree to make random...

    Just use Denis's DP Tree to make random polychains. (Trees upside down can look like lightning) :)


    https://dpont.pagesperso-orange.fr/plugins/Verdure/DP_Verdure.html
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    If you are running 11.5 or up you should be able...

    If you are running 11.5 or up you should be able to use the built-in tool GOZ.
    https://www.lightwave3d.com/learn/article/lightwave-115-goz-interchange-for-zbrush/

    -M
  10. Not saying a GPU rendering is bad. But I would...

    Not saying a GPU rendering is bad. But I would rather have CPU for accurate calculations.

    GPU's renders fail when conditions come into play. SSS, Volumetrics, Caustics and Refraction are some of...
  11. I never run the hub.. :)

    I never run the hub.. :)
  12. I run both all the time.. Works fine for me.

    I run both all the time.. Works fine for me.
  13. I think Bullet was changed last year to 2.88. Not...

    I think Bullet was changed last year to 2.88. Not at 3.0 which was to support multi-threading. Think the creator is focusing on pybullet.
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    Oh I have. Just have not released it yet.. -M

    Oh I have. Just have not released it yet..

    -M
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    UDIM BUG TESTER 2 planar.lwo is using cubic...

    UDIM BUG TESTER 2 planar.lwo is using cubic mapping and UDIM BUG TESTER 2.lwo is using the UV mapping. This is why one is seeing the shift. To make the cubic map to look close to the UV, change the X...
  16. What you are looking for is a vertex normal edit...

    What you are looking for is a vertex normal edit tool. Which Lightwave can store and use. For the life of me I have always wondered why we just don't have a surface smoothing angle to vertex normal...
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    Pantone never lets a color channel hit 0 and they...

    Pantone never lets a color channel hit 0 and they a wacky curve done a loooong time ago in analog days. So I go by rule of thumb to add +5 under 127 and +11 over. Kinda their averages of the analog...
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    Big problem of converting Pantone to RGB is that...

    Big problem of converting Pantone to RGB is that they use their own propetery color space. Hence why one has to pay for it. To get close to the pantone color from the CMYK values requires running...
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    I used conductor also on the mirror..

    I used conductor also on the mirror..
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    I just selected the mirror object layer, opened...

    I just selected the mirror object layer, opened the object panel and under the lights tab I clicked exclude next to the light. One can see the light is seen by the camera but not the object.

    -M
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    (reposted)

    (reposted)
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    Try to define a custom or basic fresnel curve...

    Try to define a custom or basic fresnel curve into any shader node in any material in 2018 will be ignored. In 2018 the base core code of the shading system is now locked into the fixed principled...
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    Keep playing with 9.6 and learning how rendering...

    Keep playing with 9.6 and learning how rendering really works.





    2018 will take all that control away from the user. It's all fixed math in 2018.
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    Once could change the Tiles for U and V to 2 then...

    Once could change the Tiles for U and V to 2 then change the U and V Tiling to Mirror for the flips.
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    Check...

    Check https://www.lightwave3d.com/assets/plugins/list/ for all kinds of modeler selection tools.

    You also have commands like select connected and select connected.. Can also use right mouse button...
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