Page 46 of 56 FirstFirst ... 364445464748 ... LastLast
Results 676 to 690 of 832

Thread: Extra Buffer nodes

  1. #676
    Not so newbie member lardbros's Avatar
    Join Date
    Apr 2003
    Location
    England
    Posts
    5,848
    Ha... this is so nice actually... very impressed. Gerardo's examples are always so professional looking

    I do wish you'd write a book, even a digital one, on all of this stuff. I have to jump back and forth from Spinquad to here and LightWiki to find it all
    LairdSquared | 3D Design & Animation

    Desk Work:
    HP Z840, Dual Xeon E5-2690 v2, 32GB RAM, Quadro K5000 4GB
    Desk Home:
    HP Z620, Dual Xeon E5-2680, 80GB RAM, Geforce 1050 Ti 4GB

  2. #677
    + 1 on the tutorial on advanced node usage.
    I'd be glad to pay, and i guess a lot would be

    Palo

  3. #678
    Lead Character Artist kfinla's Avatar
    Join Date
    Feb 2003
    Location
    Insomniac Games Burbank
    Posts
    1,112
    +1 Same.. Gerardo is a definite asset to the LW community. I'd love to see a some advanced LW node work in a book/tut/vid series.

  4. #679
    Super Member
    Join Date
    Sep 2003
    Location
    Barcelona
    Posts
    1,690
    +1
    Salut!,
    Allabulle.

  5. #680
    Stuck in a very big cube Waves of light's Avatar
    Join Date
    Aug 2007
    Location
    South Yorkshire, England
    Posts
    2,500
    This is interesting. I'm getting black renders again after updating to the latest version of DP filter x64 (05/01/13). Please tell me it's user error.

    Setup as follows:

    Add Null, call it DOF_Focus
    Move Null to where I want DOF focus
    Processing tab (Effects menu)
    Add 'Node Image Filter' to Add Image Filter menu
    Double click to open node setup
    Select DP | DOF from node menu
    DOF settings: Focus reference set to 'DOF_Focus' - set prefered F-stops
    Double click Image Filter node - select Raw Colour (or anything for that matter)
    F9 - render first to store information
    Connect nodes
    F9 = Black render

    Camera is Real Lens Cam. All settings attached in image. Win7 x64, LW 11.5.

    I've tried different Cams, removed the plugin. Re-installed the plugin. Dumped configs, reinstall plugin.

    Regards,

    Ricky.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	DP_Filter_BlackRenders.jpg 
Views:	157 
Size:	331.3 KB 
ID:	114632  


    Systen Spec: i7 4930k (OC @4.5ghz),ASUS p9x79 MB, 32GB Ballistix RAM, H60 cooling, Samsung SSD 120GB, WD 1TB

  6. #681
    Hi Ricky, from your screengrab - it looks like there is no color coming in to filter? If you add render buffer node -> connect color output and depth output to color/depth inputs on dof node?
    Mike

  7. #682
    Stuck in a very big cube Waves of light's Avatar
    Join Date
    Aug 2007
    Location
    South Yorkshire, England
    Posts
    2,500
    Quote Originally Posted by Shiny_Mike View Post
    Hi Ricky, from your screengrab - it looks like there is no color coming in to filter? If you add render buffer node -> connect color output and depth output to color/depth inputs on dof node?
    Mike - thanks. I knew it would be operator error. I'd not connected up the render buffer node. Owe you one.


    Systen Spec: i7 4930k (OC @4.5ghz),ASUS p9x79 MB, 32GB Ballistix RAM, H60 cooling, Samsung SSD 120GB, WD 1TB

  8. #683
    Registered User
    Join Date
    Jun 2011
    Location
    happo
    Posts
    19
    I'm really satisfied with " nearest point " node
    but sometimes when we use low polygon as sticky base ( usually not ground plane but displacing object like character for animating )
    so loose mesh adequate for animation does not always provide appropriate " nearest point "

    would it be possible " nearest surface " node ?
    it means the mesh equipped with this node stick to nearest polygon plane not to nearest point


    there is lightwave built-in motion modifier "sticky", "anchor " but it does not distinguish surface or object or vertex map such as weight map
    so it would be really great to have " nearest surface " which is able to stick to nearest surface but not to surface unassigned with Vmap

    I tried with your "nearest point" node and lw built-in channel modifier "approximate"(it only returns length to nearest surface not vector ) to make equation for identify nearest polygon plane but failed ( triangle functions or so )
    wonder if it is possible to make it with existing nodes or not ..... for my poor mathematical qualification ( : I )

    Always appreciate you denis
    Last edited by nadiamask; 07-18-2013 at 12:25 AM.

  9. #684
    Member
    Join Date
    May 2006
    Location
    France
    Posts
    4,023
    Quote Originally Posted by nadiamask View Post
    ..would it be possible " nearest surface " node ?...
    ..Ray Intersect node?

    Denis.

  10. #685
    Registered User
    Join Date
    Jun 2011
    Location
    happo
    Posts
    19
    Quote Originally Posted by dpont View Post
    ..Ray Intersect node?
    yes ! but Ray Intersect node does not returns vector output, only length. ( it is pretty much same as "approximate" built in channel modifier that I tried through scaler node's E button )
    and also can not be masked by Vmap just like " nearest point node " .

    it would be great if " Ray Intersect node " have two more feature ( Vmap or surface name masking input , vector output ) like " nearest point node "

    always appreciate you denis
    Last edited by nadiamask; 07-18-2013 at 07:37 AM.

  11. #686
    Member
    Join Date
    May 2006
    Location
    France
    Posts
    4,023
    Quote Originally Posted by nadiamask View Post
    ...but Ray Intersect node does not returns vector output..
    Normalized direction of the ray scaled by the distance of the hit point
    added to the start position of the ray gives you the hit point position.

    Denis.

  12. #687
    Registered User
    Join Date
    Jun 2011
    Location
    happo
    Posts
    19
    Quote Originally Posted by dpont View Post
    Normalized direction of the ray scaled by the distance of the hit point

    Denis.
    Thanks for help . but for my short understanding ...I do not get what to do
    so, I explain my node tree's intention




    on the screen shot , I want my null move to nearest mesh so.. I set node tree at motion node editor

    B => the way I really made good result on my work ( null stick to nearest point of the mesh selected )
    A => the way I guessed from your reply but failed ( null stick to nearest polygon plane of the mesh selected )

    for B way ... it was really successful , especially Vmap masking feature was great !! thank you denis !!
    for A way ... from where can I get ray direction vector ? ( null <=> hit point on the nearest polygon plane )

    I might stucked in doing stupid thinking way....
    would you give me some instruction ?
    Last edited by nadiamask; 07-18-2013 at 09:31 AM.

  13. #688
    Member
    Join Date
    May 2006
    Location
    France
    Posts
    4,023
    First in my scene, I animate an object with a straight motion over a terrain,
    then in the Item Motion node editor,
    I add a Ray Intersect node and select the terrain object,
    I get the start position of the ray from the Spot Info World Position,
    the direction is a vertical vector (Make Vector Tool <0,-1,0>,
    then the hit position is calculated like I said above,
    Add Scaled node,
    the vertical vector scaled by the hit distance
    added to the Spot World Position.

    Denis.

    Edit: Sorry can't attach my node setup, seems that uploading doesn't work
    for me or takes hours..
    Last edited by dpont; 07-18-2013 at 11:02 AM.

  14. #689
    Registered User
    Join Date
    Jun 2011
    Location
    happo
    Posts
    19
    Quote Originally Posted by dpont View Post
    the direction is a vertical vector (Make Vector Tool <0,-1,0>

    Denis.
    thanks denis

    I mean... when it come to " B " way
    not only vertical direction but also any kind of direction .... it automatically returns exact point position vector
    it is true that your great "nearest point " node is able to return and output exact world position of point ( wpos output )

    in fact I don't know exact algorithm in the intersect node
    but I guess intersect node already returned the position of hit point ( I want this world position of hit point )
    so it is possible to calculate length between the start position and hit point position ( am I right ? )
    if it is so it might not be so difficult for intersect node have vector output ( my dearest request )

    or is there possibly another work around node tree to simulate that return same vector output ?
    I was searching for the algorithm to find out hit point position but in vein
    lightwave built in motion option modifier "sticky" also do this but it stick to any object which have " sticky surface "
    ( I wish it be able to distinguish sticky surface so I have to simulate it in node editor )

    always appreciate you denis
    Last edited by nadiamask; 07-18-2013 at 11:27 AM.

  15. #690
    Member
    Join Date
    May 2006
    Location
    France
    Posts
    4,023
    Not sure to follow you exactly,

    ..My nodal setup was just to simulate sticky, so it is based on a pre-made
    simplified motion over the terrain, which is what I get from Spot Info World Position,

    this motion can be replaced by a translation between the original Spot Object Position
    and the Nearest Point output position in Local coordinates (uncheck World),

    first substract the object position (local) to the nearest point position,
    then scale it with a Constant Scalar node with an animated envelope (from 0 to 1),
    and readd the result to the local position of the object,

    if you want to stick this translation on the surface,
    plug it as Position in the Ray Intersect node and the use the distance
    as a scaling factor, but the projection axis (currently vertical for a terrain)
    must be pre-determinated,
    may be that the normal of the nearest point could be used
    instead of the vertical,
    (using the index and Point Info node) but that's not simple...

    Denis.

Page 46 of 56 FirstFirst ... 364445464748 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •