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August 30, 2008, 08:46:48 AM
1918 Posts in 317 Topics by 588 Members
Latest Member: Jasonstawnos
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 41 
 on: March 19, 2008, 11:35:17 PM 
Started by David Mitchell - Last post by David Mitchell
 Cheesy

Thanks Mike.

 42 
 on: March 19, 2008, 07:00:49 PM 
Started by David Mitchell - Last post by lightwolf
Hi David,
Is it possible to add a normal shading buffer export?
I wish it was... exrTrader provides all the buffers that can be accessed using LWs SDK.
The NT authored plugins (i.e. the PSD and the Aura saver) have access to more buffers, but that information is not available to third parties (yes, I asked them)..

Having said that, I'm working on a way around it, but it will need quite a bit of coding before it can be released. This will be part of a free upgrade to existing users.

Cheers,
Mike

 43 
 on: March 19, 2008, 06:27:10 PM 
Started by David Mitchell - Last post by David Mitchell
Is it possible to add a normal shading buffer export?

 44 
 on: March 17, 2008, 10:19:45 PM 
Started by lightwolf - Last post by lightwolf
SpinQuad has published part one of a two part tutorial on working with render buffers in LightWave 3D.

Professional Production Pipeline Part 1 - Introduction to Working with Render Buffers.
by Timothy Albee.

It also covers working with exrTrader with is rated very favourably.

Thank you Timothy for the nice article and thank you Tim for publishing it.

 45 
 on: March 11, 2008, 01:36:22 AM 
Started by lightwolf - Last post by lightwolf
Thanks Mike

I need to do some further testing, but when I was experimenting with 1.1 node, pluging a bump map into the FG material, turned it blue. (was a pinky red colour).

I'll post an object and scene if I can repeat what was happening with 1.1b
Haha, you are pushing it, aren't you? Wink

Bump connections store the perturbing vector within the RGB data, basically:
final shading normal = initial geometry normal + bump
So the RGB data will store values between -1 and 1 in each component, depending on the direction of the bump.

Merging bumps would thus require different code, and you could probably only do a blend, none of the other blending modes (you'd need to do that to the image before the perturbing vectors are extracted from it, which is before the 3D image node sees them).

But hey, at least allowing for simple bump merges sounds like a nice feature request!

Cheers,
Mike

 46 
 on: March 11, 2008, 01:30:50 AM 
Started by lightwolf - Last post by stevecullum
Thanks Mike

I need to do some further testing, but when I was experimenting with 1.1 node, pluging a bump map into the FG material, turned it blue. (was a pinky red colour).

I'll post an object and scene if I can repeat what was happening with 1.1b


 47 
 on: March 11, 2008, 12:01:51 AM 
Started by lightwolf - Last post by lightwolf
We've just released an update to the db&w tools that fixes two issues. It is available now in our downloads section.

Changes:

Version 1.1b:
  • fixes a bug that made the Material Blender unuseable for ... materials Sad *sigh*
  • fixes a bug that caused the 32bit version of the Notifier to crash on Vista x64

Version 1.1a:
  • fixes a bug that only affects the Material Blender for OSX-CFM, the other plugins have not changed.

Cheers,
Mike

 48 
 on: March 10, 2008, 10:21:24 PM 
Started by lightwolf - Last post by lightwolf
We're proud to announce the 7th free update of infiniMap.

Version 1.5 is a milestone release. Amongst the major additions is full support for tiled OpenEXR images, a OSX UB port as well as a new batch converter.

We're also releasing infiniMap Exr, a lower cost edition of infiniMap that only supports tiled OpenEXR images. If you need to use JPEG 2000 or ECW images as textures, infiniMap Pro will fill your needs.

Here is a list of the major changes in Version 1.5:
  • Supports tiled OpenEXR images as native files
  • infiniMap Exr is available on OSX as a Universal Binary
  • Completely re-written converter:
    • Multi-threaded
    • Writes JPEG 2000/ECW images of raw image files up to 500MB in size
    • Writes unlimited size OpenEXR images
    • Batch conversion
    • "Convert-on-Load" allows the loading of any supported image file into infiniMap, converting to a native image format as needed
    • Uses LightWave 3D image i/o plugins natively to read images for the conversion
    • Low-memory footprint - the converter processes on a scanline basis
  • Multi-Channel texturing node for layered OpenEXR images.
  • Various performance and usability improvements.

This update is available now in our downloads section. We hope you will enjoy working with infiniMap V1.5

Cheers,
Dagmar & Mike

 49 
 on: March 09, 2008, 10:16:33 AM 
Started by lightwolf - Last post by zareh
nice work.
Best,
Zareh

 50 
 on: March 09, 2008, 10:14:42 AM 
Started by born - Last post by zareh
we need more innovators in Computer Science like him.
Best Regards,
Zareh

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