I don't think you're necessarily preaching to the choir of all LW users, but maybe in these forums you are? :) Mostly annoyed and irritated customers post here, which is why I don't visit so often.
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Type: Posts; User: lardbros
I don't think you're necessarily preaching to the choir of all LW users, but maybe in these forums you are? :) Mostly annoyed and irritated customers post here, which is why I don't visit so often.
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What I mean is... we have a clone hierarchy function, so it should work with all hierarchies really. Whether they are bullet, or characters or anything. It should work really.
In my opinion, it should work... cloning a hierarchy should re-make connections, rather than break them. Worth reporting nonetheless I reckon.
Did you try deleting (or backing up your configs?) and then trying with fresh configs?
Report it, with content and steps to reproduce it, then they should be able to fix it. Might have been an oversight?
Thanks Mike... what a good year it's been too. Love the open development and interaction with your users.
Some more brilliant tools to play with... Merry Christmas! :)
I'm currently using LightWave 2019 with Unreal Engine 4 and the Unreal Bridge that was put into LightWave is BRILLIANT!
I'd highly recommend upgrading if you can, it loads most things from LW,...
It sounds crazy, but there are so many reasons I love the LW renderer. Unlimited render nodes is brilliant. We've just moved to Arnold, thanks to Autodesk pulling their usual tricks, it costs us a...
The usual issue is the Windows Firewall. When you install, it adds a load of Windows Firewall permissions...
What you have to do, is reset them:
- Open a 'cmd prompt' as administrator (RMB and...
In the Surface Editor, if you RMB a surface there's a "Convert to Layered Nodes" button.
It doesn't convert your textures into full PBR materials (as that's nearly impossible).
When the OLD and legacy way of texturing, with ancient shader models cannot convert to PBR, or anywhere near close... then how would you automate it?
Autodesk didn't do this to convert Mental Ray...
Or set your VPR to overlay mode, and then you can see your handles in VPR as well as Opengl.
But, yeah... Ctrl F9 is your best friend to toggle VPR on or off.
Ask Lewis/Elvis... he has the fastest machines I've ever heard of, he'll know :)
The coder is still there. It was Mark Granger who "left".
He coded the Interpolated GI and the edge rendering. Antti did the rest I think.
Yep, exactly my experience too. It's a shame people have been worried, or scared by the thought of upgrading... but I find the new render engine, which is SO SO similar to Arnold in many ways, really...
Just wondered if you knew about this rig included with LightWave 2019.
https://www.youtube.com/watch?v=YtS-FR_jRV4
It does IK/FK blending and is pretty darned awesome. Here Brent Alleyne talks...
Good question/discussion to be honest.
In the UK I think the tides are turning. There is a recognised skills shortage of animators and technical artists, and these join a list with Doctors and...
How are you monitoring your RAM usage during rendering?
Despite you having low memory usage in that screenshot, that's only what's in the scene. When you're rendering, and with 2 million...
Weirdly, there is an option to add the Layout Selection to the Instancer... but it's under the 'Edit' menu in the Instancer and it's called 'Add From Layout'.
This will add any layout selection...
Hahaha, really?? Even just one of those, GPU rendering, took Arnold years to get right, and still it's not perfect.
Just trying to be realistic I guess... I wouldn't hold your breath for a GPU...
The standard material still exists, but you'd have to rewrite the importers to work with the new systems.
Backward compatibility is impossible for PBR materials back to how LightWave used to do...
It is documented :)
I don't think they need to change anything, aside from the image as Tim suggests. But anyway... At least you now know :)
https://docs.lightwave3d.com/lw2019/getting-started-with-layout/lights/light-properties
It does have it here... But maybe it's not as clear as it should be?
It seems pretty okay to me, but...
Yeah, this... the cast shadows option causes the actual light to be a complete light 'blocker'. So, another light behind it will cause shadows to be cast by the light geo. Never used it, but I'm sure...
Really neat production Olivier! My favourite bits were the end stuff, showing the meshes and wireframes. Very cool, and lovely footage as well.