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Thread: VPR VS FPrime 3.51

  1. #16
    Super Member geo_n's Avatar
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    Quote Originally Posted by UnCommonGrafx View Post
    I am unable to explain all that stuff. I can point you to a link that talks about Octane being linear space based:
    http://render.otoy.com/forum/viewtop...1&hilit=linear
    Looks like you have to manually degamma images to 2.2 in octane itself because octane doesn't respect lwf in host app.
    Probably the lightwave octane plugin also doesn't read lw cs at all that's why I read that lw should be set to linear not srgb.
    Its possible to do the same with fprime which is not cs aware at all to the host lw. Gerardo showed a way to work in linearworkflow with fprime manually even back in lw 9. Just doesn't interpret lw 10-11 cs at all, like octane it seems.
    Last edited by geo_n; 06-06-2013 at 08:04 PM.

  2. #17
    Super Member dwburman's Avatar
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    One more point as part of better LW support:

    AFAIK, FPrime does not render LW Shaders (the shader tab - except for Worley's G2), while VPR does render shaders.
    [mr] Dana W. Burman | http://dwburman.com
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  3. #18
    Super Member Snosrap's Avatar
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    Quote Originally Posted by dwburman View Post
    One more point as part of better LW support:

    AFAIK, FPrime does not render LW Shaders (the shader tab - except for Worley's G2), while VPR does render shaders.
    Yep - that's a pretty big one for me as I apply fast fresnel to everything now.

  4. #19
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    I agree with jwiede, Fprime's separate window (not taking up a viewport)

  5. #20
    \\ is sparkling // Iain's Avatar
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    FPrime is probably the only piece of technology I bought into that still works as well as most of the competition almost 10 years later. That's how ahead of its time it was.

    I still use it regularly when initially setting up scenes. It's very sad that development was abandoned but when others are apeing your product and they have large teams to work on it and market it, the likelihood is you would just give up.
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