Changes
Version 1.3a:
- fixed a crash bug in the Cache Node related to multi-threading
- fixed an issue in the Material Blender
- fixed Modeler issues in the booster nodes as well as the cache node
Version 1.3:
- Further speed improvements to the material blender node
- Four new nodes: Cache, Material Booster, Colour Booster and Scalar Booster
Version 1.2:
- Speed ups to the material blender if the opacity is 0%
- Added Channel Blender and Single Light Illumination Nodes.
Version 1.1b:
- fixes a bug that made the Material Blender unuseable for ... materials :( *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.
This node allows you to split up materials into shading components, merge shaders into materials or blend different materials together.
On thing worth noting is the fact that the shading input always overrides the respective material, so if you connect a material to the "fg Material" input, the "fg Specular" will override the specular component of the material.
Kudos to Mike Stetson for coming up with the initial idea.
A node that allows you to split a vector/colour into the three components or merge them together.
You can also selectively overwrite a single component.
Computes the lighting due to a single light and returns the shading as well as a value that is either 1 or 0 depending on whether the currently shaded spot is lit or not.
A node that offers the same colour correction options as the image panel, including gamma correction.
This node basically passes through the inputs to the matching output. However, if a value is requested from the output for a second time at the current spot (and recursion level) the last value will be returned.
This caches the value and prevents duplicate evaluations of the value connected to the input.
This node can be used for all computationally heavy nodes (such as material and shaders) if multiple inputs are connected to their output.
This node allows you to tweak the output of a material. The colour computed by the material can be boosted (multiplied) to enhance the effect.
Every material component has a Boost percentage setting (this is just a multiplier for the component).
If a scalar is connected to the respective Curve input, the Range parameter will be available as well.
This will use the values supplied by the Curve input to modify the final boost from the Boost value to the Maximum value.
If the Curve value is zero, Boost will be used, if the Curve value is 1, Maximum will be used. Other values will be interpolated.
Mathematically speaking: final = Boost + Curve * (Maximum - Boost)
The same as the Material Booster but for a colour channel. You can of course also connect a Vector to it.
The same as the Material Booster but for a scalar channel.
This Master plugin records all commands fired by Layout and sorts them by how many times they are accessed.
The idea is to record all actions, allowing you to decide which commands are used more often to streamline your configs and keyboard shorcuts. You can let it run while you work and after a few sessions it should become clear which parts of Layout you use more.
This plugin is a Layout Master, which means that it is launched with LightWave 3D.
The list of commands is stored between layout sessions.
You can export the list of commands to a text file (tab delimited) or clear it.
This master handler plugin sends notifications to Growl (http://growl.info/) on OSX.
Supported events are:
- Starting Frame Render
- Frame Rendered
- Starting Render
- Render Done
- Scene Loaded
- Scene Saved
You can use the Growl preferences to customize these.
This master handler plugin allows you to assign sounds to specific events.
Supported events are:
- Starting Frame Render
- Frame Rendered
- Starting Render
- Render Done
- Scene Loaded
- Scene Saved
You can use "Control Panel/Sounds and Audio Devices" in Windows to assign sounds to these events.
Please Note
Due to a missing key in the registry, the 32bit version of the notifier may not play back sounds on 64-bit versions of Windows.
We've included two registry files to add that missing key. If you don't hear assigned sounds on 64-bit windows from 32-bit LW, you should install either of them (or edit them to suite):
Wow64_MediaPath_C.reg : Sets the media search path to C:\WINDOWS\Media (the default for a normal Windows installation)
Wow64_MediaPath_D.reg : Sets the media search path to D:\WINDOWS\Media
If you find any issues, don't hesitate to mail us at info@db-w.com .
We hope you enjoy working with this plugin.
Your db&w Team - http://www.db-w.com