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exrTrader / exrTrader Feature Requests / Re: Scriptability...and...Custom Buffers
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on: October 18, 2006, 08:00:23 AM
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we're already using exrTrader in production, it's such a useful tool. Thank you for coding it so fast and making it available. I think LightWave is one of the only 3D apps out there that doesn't support exr images out of the box. Now at least there is an option for users to purchase your plugin and get pretty robust exr support, one that works with VIPER too no less. It's very handy to use VIPER to check out the various buffers that we're outputting before submitting a full blown render job to the stack. Best Regards, Zareh
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18
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exrTrader / exrTrader Feature Requests / Re: Scriptability...and...Custom Buffers
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on: October 17, 2006, 11:52:37 AM
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That would be possible.
Basically, you will be able to define named buffers (i.e. "mySurfaceRGB"), using nodes you can then write _anything_ into that buffer... in this case the shaded RGB.
However, since I'm also going to add object/surface IDs you'll be able to use those to isolate objects/surfaces easily.
Cheers, Mike
That's amazing Mike! Thank you!Best Regards, Zareh
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exrTrader / exrTrader Feature Requests / Re: Scriptability...and...Custom Buffers
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on: October 16, 2006, 05:57:22 AM
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I'm not sure I follow this conversation, maily due to my lack of knowledge in this area.
It would be nice if we could assign each surface in LightWave a special code that would end up as a separate channel in an exr file. Maybe this is already what you guys are talking about. This way you could mask out a specific surface in Fusion and do things to it and not the entire frame.
Don't know how doable this is...
Best Regards, Zareh
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25
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infiniMap / General infiniMap Discussion / Some uses for infiniMap Pro that may not be obvious
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on: May 21, 2006, 11:47:06 AM
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Hi,
Just thought I'd list some uses for infiniMap Pro that have come in handy for me that may not be obvious at first glance. Clearly infiniMap is great for handling very very large images, you can map (planar, spherical, cylindrical, cubic, front, UV and an additional type not available in the regular LightWave surface settings Spherical Section) these huge images to the R,G,B and Alpha channels of your surface, you can use them for the color, luminosity, diffuse, specularity, glossiness, reflection, transparancy, refraction, translucency and bump. But here are some additional uses for infiniMap Pro.
1. Scene Load time Optimization. Since infiniMap Pro does not load the image when the scene is loaded, you can use it for all your texture maps (even the not so large ones) and this will speed up your scene load times greatly. infiniMap only loads the image (and even then at the detail level necessary) if the renderer is rendering a surface which uses the image. Otherwise infiniMap can use proxy lowres images that you can give it to use for the OpenGL Layout view. You might be thinking "if I use infiniMap Pro for my images in my scene, my scene won't be very portable since other LightWave 3D users may not own infiniMap Pro". Well don't worry about that, since everyone can download a free version of infiniMap Pro which will read in and render all LightWave scenes that use infiniMap. This inclues full Screamernet support. The only restriction is that the other users can not modify the infiniMap Pro surfaces, by that I mean change the projection type of the image, it's scale etc.
2. Layout memory usage optimization. If you use infiniMap Pro for handling your images in Layout, as soon as you delete all surfaces that are referencing a given image, that image will be completely unloaded and will take up 0K of memory from Layout. This is in contrast to the way Layout handles images, which is once an image is loaded into the image editor, it will stay there, even if no surface is using it.
hope the above is of some help, Zareh
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infiniMap / infiniMap WIPs / Re: Mars Reconnaissance Orbiter animations
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on: April 20, 2006, 01:11:45 PM
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Wow... gorgeous stuff!
Thanks a lot for the link.
What size is the Mars texture you''ve been using?
Cheers, Mike
thanks! Koji, Mike, Rob, Jason and I worked on it. the size of the color texture is 8Kx4K I think, there is a bump map which is twice that size (MOLA data). Best Regards, Zareh
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