Here you can download the 2.10 standalone to test the network rendering:jang2235 wrote:Network slave GPU
Lightwave Plugin beta 2.10
Standalone verson ???
viewtopic.php?f=33&t=42564
-Juanjo
Moderator: juanjgon
I want to release a new beta this week, in few days, but if you want a build with this bug fixed for LW11.6 x64, replace your plugin file with this new one:geo_n wrote:Do we have a daily build?juanjgon wrote:The beauty pass issue is fixed in the LW plugin for the next release.geo_n wrote:Besides adding the beauty pass embedded in the multlyr exr,
-Juanjo
Thanks Juanjojuanjgon wrote: I want to release a new beta this week, in few days, but if you want a build with this bug fixed for LW11.6 x64, replace your plugin file with this new one:
https://www.dropbox.com/s/osqqvc7njsfja ... 1_6.p?dl=0
-Juanjo
Ok, that's what I thought so I don't need it unless it can help to find optimal values for some rendertarget or other parameters but I think not so I can concentrate on other things in Octanevipvip wrote:Render passes are needed to tweak the mix between different parameters like shadow density, globall illumination and much more...
It can delivers usefull pictures like ZDepth, alpha etc...
It is needed mainly for postprocess compositing and advanced projects...
If you plan to work for hollywood, have a look to this
Zdepth for example can give you realism that eliminate that cg look of everything in camera looks so sharp.atnreg wrote:Could someone explain when and how the render pass feature should be used?
I'm sure it is great but I can't figure out what it exactly does and what are the different tabs in node meant for?
Thank you!geo_n wrote: Zdepth for example can give you realism that eliminate that cg look of everything in camera looks so sharp.
The other channels can be individually enhanced to get that look.
In modern compositing workflow render passes workflow are a must.
For example material/object id can be used to isolate or tweak specific objects without having to re render again. Or having to render out different masks which is a waste of time to do when you can get them in your first render pass.