Lord Crc wrote:I was fairly certain it did save this... are you sure it doesn't?
I tried more than once... but each time I load a flm I have to recall the cfrs and I have to set again the gamma.
Moderator: coordinators
Lord Crc wrote:I was fairly certain it did save this... are you sure it doesn't?
patro wrote:is the augmented reality plugin just part of the win weekly builds?
if no... could it be possible to have it included in the up-coming builds?
will it integrated in the final 0.8 version?

jeanphi wrote:Hi,
Just add the parameter "string subdivscheme" ["microdisplacement"] to a normal mesh shape. Other applicable parameters are:
- "integer nsubdivlevels" [10] number of subdivision levels
- "string displacementmap" ["displacement texture name"] name of the displacement texture (not file name, but LuxRender texture name)
- "float dmscale" [1.0] the image will be mapped to values in the 0..1 range, this scales it to give the displacement amplitude in meters
- "float dmoffset" [0.0] offset for the displacement in meters (using -dmscale/2 will center the displacement around the base surface)
- "bool dmnormalsmooth" ["false"] normal smoothing for the displaced surfaced, this currently doesn't work that well
Jeanphi
patro wrote:is the augmented reality plugin just part of the win weekly builds?
syndaryl wrote:That got my attention! What's the "augmented reality plugin"?

syndaryl wrote:Scale is not scale of the texture on the object - that's handled in the LUX image definition.
Scale is mapping tones of grey to displacement depth along the surface normal. Same with dmoffset. These aren't image properties - these are depth properties.
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