No, it's not there. Then I guess it's not an Octane problem - thank you for your time.juanjgon wrote:Yes, but LightWave seems to don't import this vertex color. Can you see it in the Modeler vertex list window?
Thanks,
-Juanjo
Search found 13 matches
- Mon Dec 16, 2019 3:41 pm
- Forum: Lightwave 3D
- Topic: Vertex color
- Replies: 8
- Views: 3166
Re: Vertex color
- Sun Dec 15, 2019 7:03 pm
- Forum: Lightwave 3D
- Topic: Vertex color
- Replies: 8
- Views: 3166
Re: Vertex color
Hi Juanjo, (sorry I've been away) - it does have vertex color, at least the FBX does on import. The one I also included in the demo scene. When I import that into f.ex. 3DCoat, it shows all the vertex color normally.
- Wed Dec 04, 2019 11:42 am
- Forum: Lightwave 3D
- Topic: Vertex color
- Replies: 8
- Views: 3166
Re: Vertex color
Thank you - I've attached my test scene (it will be missing an HDRI for lighting).
It also includes the original FBX sphere.
It also includes the original FBX sphere.
- Tue Dec 03, 2019 9:04 am
- Forum: Lightwave 3D
- Topic: Vertex color
- Replies: 8
- Views: 3166
Re: Vertex color
Thank you - I used the Object Properties to extract the name for the map as described, and as you can see on my attached image. Something's strange though, since the ball turns up black except for a few triangles with bright color.
I have attached screenshot of how it looks when loaded into 3d Coat ...
I have attached screenshot of how it looks when loaded into 3d Coat ...
- Mon Dec 02, 2019 9:34 am
- Forum: Lightwave 3D
- Topic: Vertex color
- Replies: 8
- Views: 3166
Vertex color
Hi,
I'm trying to find out how to use Octane Vertex Attribute to make a vertex painted sculpt from 3D Coat render in LW Octane, without having to go through retopo and UV mapping.
I save out the vertex painted sculpt as FBX, load it into LW, attach Octane Vertex Attribute node the surface material ...
I'm trying to find out how to use Octane Vertex Attribute to make a vertex painted sculpt from 3D Coat render in LW Octane, without having to go through retopo and UV mapping.
I save out the vertex painted sculpt as FBX, load it into LW, attach Octane Vertex Attribute node the surface material ...
- Mon Nov 11, 2019 12:26 pm
- Forum: Lightwave 3D
- Topic: Adjusting surface parameters globally
- Replies: 4
- Views: 1540
Re: Adjusting surface parameters globally
Ok, thank you for testing and clarifying.
- Sat Nov 09, 2019 9:46 pm
- Forum: Lightwave 3D
- Topic: Adjusting surface parameters globally
- Replies: 4
- Views: 1540
Re: Adjusting surface parameters globally
Hi Juanjo,
Thank you, I've attached a scene. You'll have to add a HDRI in the environment to make the scene work (I omitted it because of size).
In Graph Editor there's a favorite set named Surfaces. There's two channels linked to Metalness of the cube's two surfaces.
I've sometimes had it update ...
Thank you, I've attached a scene. You'll have to add a HDRI in the environment to make the scene work (I omitted it because of size).
In Graph Editor there's a favorite set named Surfaces. There's two channels linked to Metalness of the cube's two surfaces.
I've sometimes had it update ...
- Fri Nov 08, 2019 9:56 am
- Forum: Lightwave 3D
- Topic: Adjusting surface parameters globally
- Replies: 4
- Views: 1540
Adjusting surface parameters globally
Hi,
I have multiple surfaces using the same parameters and would like to make a setup where I can affect the brightness input of an Octane ColorCorrect Node inside multiple surfaces at once.
I attached an Octane Float Texture to the parameter on two surfaces and added envelopes to those.
Problem ...
I have multiple surfaces using the same parameters and would like to make a setup where I can affect the brightness input of an Octane ColorCorrect Node inside multiple surfaces at once.
I attached an Octane Float Texture to the parameter on two surfaces and added envelopes to those.
Problem ...
- Mon Nov 04, 2019 10:05 am
- Forum: Lightwave 3D
- Topic: Z Depth all white in final render
- Replies: 10
- Views: 6884
Re: Z Depth all white in final render
Thanks - I was trying to make it work with the infochannel kernel because I can crank out any pass I need for a project that way very easily, and they do work, except Z Depth. It seems like it should, since it looks like I want it to in the IPR and render progress window. If you try the IPR in my ...
- Mon Nov 04, 2019 9:58 am
- Forum: Lightwave 3D
- Topic: Z Depth all white in final render
- Replies: 10
- Views: 6884
Re: Z Depth all white in final render
It is perfectly white because it stores floating distances far away 1 unit. You can check it yourself even in the LightWave image viewer picking over any pixel in the image to see that the values are usually greater than 1.0. Be aware that a z-depth image is not designed to see anything, it stores ...