<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-5396603028185286720</atom:id><lastBuildDate>Thu, 29 Aug 2024 03:30:04 +0000</lastBuildDate><category>Lightwave</category><category>General</category><category>Tutorial</category><category>Enlaces</category><category>Radiosidad</category><category>Core</category><category>3d</category><category>Materiales</category><category>Maya</category><category>Modo</category><category>Plugins</category><title>dwr08</title><description></description><link>http://dwr08.blogspot.com/</link><managingEditor>noreply@blogger.com (dwr08)</managingEditor><generator>Blogger</generator><openSearch:totalResults>39</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-1752142592737929811</guid><pubDate>Mon, 10 Jan 2011 22:50:00 +0000</pubDate><atom:updated>2011-01-12T21:15:40.699+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3d</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>Tutorial Planeta Tierra - Parte 1</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjphwYPMKC0noJsf8GoTQ3Vit0RpG-1_MXafQ3ew1aTmQfxIWoR8Gr12qiXajHtoANFyLDVxnNDipQxaqv1-qxcBgKpeWK_L-jxJpS8p-EWefVr8rC0Kkgq6bQ-b-JPiBi9qJ81v79pbQ/s1600/earth_tut_p1_hdr.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjphwYPMKC0noJsf8GoTQ3Vit0RpG-1_MXafQ3ew1aTmQfxIWoR8Gr12qiXajHtoANFyLDVxnNDipQxaqv1-qxcBgKpeWK_L-jxJpS8p-EWefVr8rC0Kkgq6bQ-b-JPiBi9qJ81v79pbQ/s640/earth_tut_p1_hdr.png&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Lo prometido es deuda, y aquí os traigo la primera parte del tutorial junto con los mapas correspondientes.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;El tutorial está levemente basado sobre el propio que encontraréis en &lt;a href=&quot;http://chrusion.com/tutorial_earth.php&quot;&gt;Chrusion&lt;/a&gt;, con significativas mejoras y adiciones por mi parte.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;En primer lugar, os diré que aunque encontrar texturas para la Tierra es relativamente fácil en las páginas de la &lt;a href=&quot;http://visibleearth.nasa.gov/&quot;&gt;Nasa&lt;/a&gt;, éstas no están realmente en condiciones para ser usadas tal cual vienen. Los colores del mapa geográfico no son correctos ni por asomo. No tienen en cuenta la variación de colores producida por la atmósfera, y vienen hipersaturados en plan &lt;a href=&quot;http://www.google.es/intl/es/earth/index.html&quot;&gt;Google Earth&lt;/a&gt;.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Si se comparan con la imágenes tomadas desde el &lt;a href=&quot;http://www.google.es/imgres?imgurl=http://www.esacademic.com/pictures/eswiki/84/The_Earth_seen_from_Apollo_17.png&amp;amp;imgrefurl=http://www.esacademic.com/dic.nsf/eswiki/207669&amp;amp;usg=__yn6hQlrjx-xbgMeClcanyaSFkY8=&amp;amp;h=1898&amp;amp;w=1860&amp;amp;sz=5151&amp;amp;hl=es&amp;amp;start=0&amp;amp;zoom=1&amp;amp;tbnid=39_Cs1780JKSAM:&amp;amp;tbnh=141&amp;amp;tbnw=136&amp;amp;prev=/images%3Fq%3Dearth%2Bapollo%26hl%3Des%26sa%3DX%26biw%3D1920%26bih%3D971%26tbs%3Disch:1%26prmd%3Divns&amp;amp;itbs=1&amp;amp;iact=hc&amp;amp;vpx=126&amp;amp;vpy=64&amp;amp;dur=5358&amp;amp;hovh=227&amp;amp;hovw=222&amp;amp;tx=129&amp;amp;ty=93&amp;amp;ei=XOUnTdYaxfOyBpv_hNMM&amp;amp;oei=XOUnTdYaxfOyBpv_hNMM&amp;amp;esq=1&amp;amp;page=1&amp;amp;ndsp=65&amp;amp;ved=1t:429,r:0,s:0&quot;&gt;Apollo XVII&lt;/a&gt;, cualquier parecido es pura coincidencia. Asi que requieren un trabajo de corrección en Photoshop bastante entretenido.&amp;nbsp;Ésa parte os la voy a ahorrar, ya que yo las he tratado ya algo, aunque no estén perfectas.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Además, encontrarlas a resoluciones mayores a 16K también plantea un desafío más que curioso.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Os aviso de que nos vamos a permitir algunas licencias, y vamos a buscar un aspecto más cinematográfico, y no tan físicamente correcto, por aquello de agradar a la vista.&amp;nbsp;Ésto&amp;nbsp;se&amp;nbsp;hará más evidente en la atmósfera y en las nubes.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Bueno, vamos al grano.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Lo primero que debéis hacer es ir bajando los mapas correspondientes a la primera parte, ya que no son nada despreciables de tamaño. En el archivo encontraréis un mapa geográfico, uno normal y uno que delimita agua y tierra.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Los podéis bajar de &lt;a href=&quot;http://rapidshare.com/files/441398088/tut_tierra_1.rar&quot;&gt;aquí&lt;/a&gt;.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;A continuación, abrid Modeler y cread una esfera con las siguientes características:&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyJ15A-HOmiNikv3vLeHKVqZubw6uk1DJi06NbP72PPkaj_y2JHpo6lY7qJkVB7xDxGUE8OPJakAE1W42oHxGBZbENC6tpfGklfwsaxaOWNXe3prWzw8XyQ-ABimhBpcaGKquEfrN30w/s1600/esfera1.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyJ15A-HOmiNikv3vLeHKVqZubw6uk1DJi06NbP72PPkaj_y2JHpo6lY7qJkVB7xDxGUE8OPJakAE1W42oHxGBZbENC6tpfGklfwsaxaOWNXe3prWzw8XyQ-ABimhBpcaGKquEfrN30w/s320/esfera1.png&quot; width=&quot;244&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Aunque 127 Km viene a ser aproximadamente 1/50 del radio real de la tierra, nos facilitará las cosas bastante para el resto del proceso.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Convertir en subparches (Tab).&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Aplicadle una superficie (q) llamada &#39;Terreno&#39; y activad el &#39;Smoothing&#39;. En el editor de nodos de la superficie, aplicad un nodo de&amp;nbsp;imágenes en el canal de color&amp;nbsp;con el mapa correspondiente (world.200408.3x21600x10800_3.png) para que se ajuste de forma esférica automáticamente en el eje &#39;Y&#39;. Es un mapa muy grande, así que&amp;nbsp;quizás&amp;nbsp;os interese echarle un vistazo al plugin &lt;a href=&quot;http://www.infinimap.com/&quot;&gt;Infinimap&lt;/a&gt;&amp;nbsp;de &lt;a href=&quot;http://www.db-w.com/index.php&quot;&gt;db&amp;amp;w&lt;/a&gt;&amp;nbsp;para poder manejar los tamaños de&amp;nbsp;imágenes&amp;nbsp;que implica ésta escena. Aunque si tenéis RAM de sobra... ;P&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;A continuación, abrid un nodo Normal y aplicad el mapa de relieve (srtm_ramp2.world.21600x10800_N.png) con la mismas coordenadas que arriba, y poned una amplitud del &amp;nbsp;20%. A éstas alturas, deberíamos tener algo así:&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiglb_txHnkXOTiNfi5yO-wosjlZrTfMaY7XzoYO5xwc5NQ2nLMff3iPgyJFVDK-tA65qaWOr7yha0QN8rYRCJfeQy8_H-fgs_GXybuMZIiUdyhi0orlayKhcqJk_vtbZn8FLuw8arjsg/s1600/prueba1.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;440&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiglb_txHnkXOTiNfi5yO-wosjlZrTfMaY7XzoYO5xwc5NQ2nLMff3iPgyJFVDK-tA65qaWOr7yha0QN8rYRCJfeQy8_H-fgs_GXybuMZIiUdyhi0orlayKhcqJk_vtbZn8FLuw8arjsg/s640/prueba1.png&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Ahora viene la primera parte entretenida. Si&amp;nbsp;observáis&amp;nbsp;fotos tomadas desde el espacio, veréis que dependiendo del ángulo de incidencia y altura a la&amp;nbsp;estén&amp;nbsp;tomadas, el reflejo especular varía entre un blanco levemente tintado de azul a un dorado, y hasta a un rojo/rosáceo. Tradicionalmente, con Lightwave resultaba imposible cambiar el color del reflejo especular sin cambiar el color de la luz, pero gracias a los nodos, ahora podemos. El truco reside en usar la entrada &#39;Specular Shading&#39; del editor de nodos, en conjunción con un nodo &#39;Blinn&#39; al que le daremos el color con un gradiente movido por el ángulo de incidencia.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;La red que debéis crear es como sigue:&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCECkd4HzX9kP-RIRy0RFjZl6TGA30eZwKRfGwNOJ3QsBV58p_bh9jQ9VezGsI_gSmG3Yrh58TYJWOgW6rtfok6wubb7jik2FgiUtXOa0SpN5dpW7557WLJgUNcNYF1Id5VE2V62iGMg/s1600/spec_net.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;220&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCECkd4HzX9kP-RIRy0RFjZl6TGA30eZwKRfGwNOJ3QsBV58p_bh9jQ9VezGsI_gSmG3Yrh58TYJWOgW6rtfok6wubb7jik2FgiUtXOa0SpN5dpW7557WLJgUNcNYF1Id5VE2V62iGMg/s640/spec_net.png&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Y los gradientes son así:&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLhiZvMLFXDkJa4mZh4iHyazGfyd9wFJWPE6y4drVJ5JuNOI4Sq5U2MoJHPlwSnWhr8koNxVJruntig9HPvLCHSsoisaFJyTfn-SwtmmbF0J_lEAN-dfec3wpKHi34m1LcjI9v7I6-ag/s1600/spec_col_grad.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLhiZvMLFXDkJa4mZh4iHyazGfyd9wFJWPE6y4drVJ5JuNOI4Sq5U2MoJHPlwSnWhr8koNxVJruntig9HPvLCHSsoisaFJyTfn-SwtmmbF0J_lEAN-dfec3wpKHi34m1LcjI9v7I6-ag/s400/spec_col_grad.png&quot; width=&quot;202&quot; /&gt;&lt;/a&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinSW-8vXBkUzEX2mEbEoiV6wt-mNwoRj7aTJBSzggQsLz1uUIao6qjb7iyD1oPuO1kdoWUuGbUJTP8_GsQY4NcCIZv1Kq_GtFxFJPKN4aKcRmBrlBVKhLXNh42lyGtpvB2z5GD_jQ68A/s1600/spec_grad.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinSW-8vXBkUzEX2mEbEoiV6wt-mNwoRj7aTJBSzggQsLz1uUIao6qjb7iyD1oPuO1kdoWUuGbUJTP8_GsQY4NcCIZv1Kq_GtFxFJPKN4aKcRmBrlBVKhLXNh42lyGtpvB2z5GD_jQ68A/s400/spec_grad.png&quot; width=&quot;203&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Las incidencias son a 90º&amp;nbsp;ambas, y la imagen es&amp;nbsp;water_16k.png colocada así:&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKVIrTrlTdCAZUH-puDI4b8BDCTmh2wLuTcN7rMyIm4o4wLgGm-NmiTYm3ulVZxo-KzhYUe1l1uuHy0Dg_xdBr6m0LkrUvS08A4sEzOjfUkLGtDpEsXDiJ0KV-fmtLJWdBaSh6WdS8Bw/s1600/specmap.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKVIrTrlTdCAZUH-puDI4b8BDCTmh2wLuTcN7rMyIm4o4wLgGm-NmiTYm3ulVZxo-KzhYUe1l1uuHy0Dg_xdBr6m0LkrUvS08A4sEzOjfUkLGtDpEsXDiJ0KV-fmtLJWdBaSh6WdS8Bw/s640/specmap.png&quot; width=&quot;305&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Ahora, tendremos un resultado como el siguiente:&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW_slBONGwUFdnVeb1MALxO7gKboObEi4W2w0Ij7zR_WDBu_nuQt2F86LI_A_TmVRs6Hy3fUX0P3P0RYk6NQGRlKPNL4XZzeqDXKu8gDci1Kjm3KRTYfrqWh4r-MajYvSBtKn6P2qC5Q/s1600/prueba2.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;438&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW_slBONGwUFdnVeb1MALxO7gKboObEi4W2w0Ij7zR_WDBu_nuQt2F86LI_A_TmVRs6Hy3fUX0P3P0RYk6NQGRlKPNL4XZzeqDXKu8gDci1Kjm3KRTYfrqWh4r-MajYvSBtKn6P2qC5Q/s640/prueba2.png&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Observad el cambio de color del reflejo especular al acercarnos al borde.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;En la siguiente parte, empezaremos con más detallitos sobre el especular, y añadiremos una atmósfera.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;</description><link>http://dwr08.blogspot.com/2011/01/tutorial-planeta-tierra-parte-1.html</link><author>noreply@blogger.com (dwr08)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjphwYPMKC0noJsf8GoTQ3Vit0RpG-1_MXafQ3ew1aTmQfxIWoR8Gr12qiXajHtoANFyLDVxnNDipQxaqv1-qxcBgKpeWK_L-jxJpS8p-EWefVr8rC0Kkgq6bQ-b-JPiBi9qJ81v79pbQ/s72-c/earth_tut_p1_hdr.png" height="72" width="72"/><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-8156852813730568788</guid><pubDate>Thu, 23 Dec 2010 03:22:00 +0000</pubDate><atom:updated>2010-12-23T04:48:08.576+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>Lightwave 10 y Tutorial del planeta Tierra</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb_WP91Grne4NlXkLABxrnhJQCrrfg_NE0elbbtP6S3nhHWt5LzDGtI-RKIox0NCFMZM_RgCv7l37h-1rgtQ6CldV_siYh7FIY5mIWXR6WHGjVn119q9ctaKIlrOFFpIxV6I74BKf-ow/s1600/earth_header_pp.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;232&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb_WP91Grne4NlXkLABxrnhJQCrrfg_NE0elbbtP6S3nhHWt5LzDGtI-RKIox0NCFMZM_RgCv7l37h-1rgtQ6CldV_siYh7FIY5mIWXR6WHGjVn119q9ctaKIlrOFFpIxV6I74BKf-ow/s320/earth_header_pp.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Como ya sabréis, Lightwave 10 está a punto de salir. Rumores dicen que la revisión 2067 ha salido como Gold Master, y las apuestas son para Nochebuena o la mañana del 25.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Habréis oído seguramente que Jay Roth abandonó Newtek hace unos meses, y&amp;nbsp;fue&amp;nbsp;sustituido por Rob Powers (Avatar). Tales cambios han significado que se le diese de lado a Core, y se centrasen en mejorar Lightwave clásico. Para mi, éstas son buenas noticias sin duda, ya que considero que Core, aunque una buena idea, está muy lejos de relevar aún a Lightwave. De hecho, LW 10 no incluirá Core v1.0, si no que a los miembros de HC se les seguirán&amp;nbsp;proporcionando betas de Core, y a los demás que compren LW 10, se les dará gratis cuando salga la v1.0 (probablemente coincidiendo con LW 10.5 o así...).&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Bueno, la cuestión es que para celebrar la salida de LW 10, os voy a colgar un tutorial para crear un planeta Tierra, y os lo voy a poner fácil: os voy a regalar, junto con el tutorial, la escena, objetos y mapas.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Éstos mapas tienen un curro tremendo encima, aparte de no ser fáciles de encontrar, aunque no son los mejores que tengo (algo me tendré que guardar para mi ;P).&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;En un par de días, os subiré la primera parte (1 de 3) del tutorial, con sus correspondientes mapas y objetos.&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;Hala! Felices Fiestas a tod@s!&lt;/div&gt;</description><link>http://dwr08.blogspot.com/2010/12/lightwave-10-y-tutorial-del-planeta.html</link><author>noreply@blogger.com (dwr08)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb_WP91Grne4NlXkLABxrnhJQCrrfg_NE0elbbtP6S3nhHWt5LzDGtI-RKIox0NCFMZM_RgCv7l37h-1rgtQ6CldV_siYh7FIY5mIWXR6WHGjVn119q9ctaKIlrOFFpIxV6I74BKf-ow/s72-c/earth_header_pp.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-8942549834131724542</guid><pubDate>Mon, 02 Aug 2010 10:38:00 +0000</pubDate><atom:updated>2010-08-02T12:38:00.064+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Lightwave 10 en Siggraph</title><description>Aquí os dejo un par de videos mostrando características del nuevo Lightwave 10, que saldrá a finales de año.&lt;br /&gt;
&lt;br /&gt;
Rigging&lt;br /&gt;
&lt;br /&gt;
 &lt;object classid=&quot;clsid:D27CDB6E-AE6D-11cf-96B8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,28,0&quot; width=&quot;609&quot; height=&quot;375&quot;&gt;
&lt;param name=&quot;movie&quot; value=&quot;http://tv.newtek.com/video-player-embed.swf?videoPath=http://c0135501.cdn.cloudfiles.rackspacecloud.com/Lino_Rigging_Siggraph.flv&quot; /&gt;&lt;param name=&quot;quality&quot; value=&quot;high&quot; /&gt;&lt;embed src=&quot;http://tv.newtek.com/video-player-embed.swf?videoPath=http://c0135501.cdn.cloudfiles.rackspacecloud.com/Lino_Rigging_Siggraph.flv&quot; quality=&quot;high&quot; pluginspage=&quot;http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;609&quot; height=&quot;375&quot;&gt;&lt;/embed&gt;
&lt;/object&gt; &lt;br /&gt;
&lt;br /&gt;
Whirpool&lt;br /&gt;
&lt;br /&gt;
 &lt;object classid=&quot;clsid:D27CDB6E-AE6D-11cf-96B8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,28,0&quot; width=&quot;609&quot; height=&quot;375&quot;&gt;
&lt;param name=&quot;movie&quot; value=&quot;http://tv.newtek.com/video-player-embed.swf?videoPath=http://c0135501.cdn.cloudfiles.rackspacecloud.com/Greg_sullivan_whirlpool_Siggraph.flv&quot; /&gt;&lt;param name=&quot;quality&quot; value=&quot;high&quot; /&gt;&lt;embed src=&quot;http://tv.newtek.com/video-player-embed.swf?videoPath=http://c0135501.cdn.cloudfiles.rackspacecloud.com/Greg_sullivan_whirlpool_Siggraph.flv&quot; quality=&quot;high&quot; pluginspage=&quot;http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;609&quot; height=&quot;375&quot;&gt;&lt;/embed&gt;
&lt;/object&gt;</description><link>http://dwr08.blogspot.com/2010/08/lightwave-10-en-siggraph.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-8989821732734585033</guid><pubDate>Mon, 02 Aug 2010 09:47:00 +0000</pubDate><atom:updated>2010-08-02T11:47:17.171+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Lightwave 10</title><description>Por fin, una nueva versión de Lightwave! Y viene cargadita de novedades:&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;
LightWave™ 10&lt;br /&gt;
&lt;br /&gt;
LightWave 10 is the first release of LightWave 3D® to integrate NewTek’s CORE technology with Modeler and Layout. The three elements work in unison to give you the workflow and functionality you’re familiar with, along with the interactive power of the innovative CORE technologies. LightWave’s speed, flexibility, value and control are the benefits you rely on and LightWave 10 delivers all that and more.&lt;br /&gt;
&lt;br /&gt;
LightWave 10 benefits artists with unique features not found in any other 3D application, like Viewport Preview Rendering (VPR) and CG hardware enhancements that give you an immediate look at changes to your rendered scenes, and real-time OpenGL views of Ambient Occlusion, Bloom, Stereoscopic Anaglyph and HDRI background images. LightWave 10 delivers the power of Modeler and Layout with next generation CORE technologies, such as immersive real-time and game tools, Python-based expressions and scripting, Bullet rigid body dynamics and sophisticated UV mapping capabilities.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Se espera para finales de éste año, y comprando una licencia de 9.6 ahora, actualización a 10 gratis!&lt;br /&gt;
&lt;br /&gt;
Más detalles &lt;a href=&quot;http://www.newtek.com/lightwave/lw10.php&quot;&gt;aquí&lt;/a&gt;.</description><link>http://dwr08.blogspot.com/2010/08/lightwave-10.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-7408436344368654086</guid><pubDate>Fri, 30 Apr 2010 00:56:00 +0000</pubDate><atom:updated>2010-04-30T03:06:24.573+02:00</atom:updated><title>Cómo percibimos el mundo</title><description>Llevo tiempo estudiando algo de teoría del color, y particularmente, cómo nuestro cerebro reacciona a lo que ve. El principio es sencillo, y es lo que se persigue en el mundo del VFX: No necesitamos ver algo físicamente real para percibirlo como real, si no que únicamente nos tiene que &#39;parecer&#39; real y agradable a la vista. &lt;br /&gt;&lt;br /&gt;Es el grán dilema a la hora de producir temas de 3D. Simpre tendemos a ir de cabeza a lo físicamente correcto y tener renders de 4 millones de horas... Éso no resulta rentable (ni posible) en un entorno de producción, y por eso mísmo se deja tantísimo en manos de la post-producción.&lt;br /&gt;&lt;br /&gt;En breve os empezaré a comentar algúnas técnicas de cómo se trabaja en CG para televisón y cine, preparando los pases, aislando elementos, y cómo se tratan en post-proceso para conseguir ése resultado típico de las grandes producciones.&lt;br /&gt;&lt;br /&gt;De momento os dejo una presentación de TED de Beau Lotto, un científico que estudia en modo que tiene el cerebro de percibir colores y estímulos visuales y acústicos. Os va a sorprender...&lt;br /&gt;&lt;br /&gt;&lt;object width=&quot;446&quot; height=&quot;326&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://video.ted.com/assets/player/swf/EmbedPlayer.swf&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;/&gt;&lt;param name=&quot;wmode&quot; value=&quot;transparent&quot;&gt;&lt;/param&gt;&lt;param name=&quot;bgColor&quot; value=&quot;#ffffff&quot;&gt;&lt;/param&gt; &lt;param name=&quot;flashvars&quot; value=&quot;vu=http://video.ted.com/talks/dynamic/BeauLotto_2009G-medium.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/BeauLotto-2009G.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=653&amp;introDuration=16500&amp;adDuration=4000&amp;postAdDuration=2000&amp;adKeys=talk=beau_lotto_optical_illusions_show_how_we_see;year=2009;theme=art_unusual;theme=how_the_mind_works;theme=evolution_s_genius;theme=speaking_at_tedglobal2009;event=TEDGlobal+2009;&amp;preAdTag=tconf.ted/embed;tile=1;sz=512x288;&quot; /&gt;&lt;embed src=&quot;http://video.ted.com/assets/player/swf/EmbedPlayer.swf&quot; pluginspace=&quot;http://www.macromedia.com/go/getflashplayer&quot; type=&quot;application/x-shockwave-flash&quot; wmode=&quot;transparent&quot; bgColor=&quot;#ffffff&quot; width=&quot;446&quot; height=&quot;326&quot; allowFullScreen=&quot;true&quot; allowScriptAccess=&quot;always&quot; flashvars=&quot;vu=http://video.ted.com/talks/dynamic/BeauLotto_2009G-medium.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/BeauLotto-2009G.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=653&amp;introDuration=16500&amp;adDuration=4000&amp;postAdDuration=2000&amp;adKeys=talk=beau_lotto_optical_illusions_show_how_we_see;year=2009;theme=art_unusual;theme=how_the_mind_works;theme=evolution_s_genius;theme=speaking_at_tedglobal2009;event=TEDGlobal+2009;&quot;&gt;&lt;/embed&gt;&lt;/object&gt;</description><link>http://dwr08.blogspot.com/2010/04/como-percibimos-el-mundo.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-829032267265388633</guid><pubDate>Wed, 24 Mar 2010 22:42:00 +0000</pubDate><atom:updated>2010-03-24T23:57:53.615+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Enlaces</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>Kurv Studios</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.kurvstudios.com&quot; target=&quot;_blank&quot;&gt;&lt;img style=&quot;display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 888px; height: 129px;&quot; src=&quot;http://www.kurvstudios.com/images/kurv/kurvheader-1.JPG&quot; border=&quot;0&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Lo considero como uno de los mejores sitios para encontrar material de formación referente a Lightwave. Y el servicio de atención al cliente es absolutamente inmejorable. &lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Realicé hace poco un pedido, y por motivos ajenos a ellos, se perdió por el camino (cosas de correos). Cuando ví que tardaba demasiado, les mandé un correo preguntando por el asunto. En menos de 24 horas recibí respuesta tanto de una comercial, como de Wes &quot;Kurv&quot; Becksmith en persona, asegurandome que iban a trazar el pedido y enviarmelo de nuevo de inmediato.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Resulta un gustazo tratar con gente así de profesional.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;No puedo más que recomendar sus DVD&#39;s, tanto como por su contenido excepcional, como por el trato exquisito de sus creadores.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Entrando en contenido, tienen actualmente una serie creada por Kelly &quot;Kat&quot; Meyers, que trabajó en la producción del 3D de Battlestar Galactica, explicándo las técnicas que usaron durante la serie para iluminación texturas, VFX, etc... Os los recomiendo encarecidamente.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;</description><link>http://dwr08.blogspot.com/2010/03/kurv-studios.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-7963966045854893927</guid><pubDate>Sun, 17 Jan 2010 15:49:00 +0000</pubDate><atom:updated>2010-01-17T16:51:39.774+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><title>The Third and the Seventh</title><description>&lt;object width=&quot;400&quot; height=&quot;225&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=7809605&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=7809605&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; width=&quot;400&quot; height=&quot;225&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/7809605&quot;&gt;The Third &amp;amp; The Seventh&lt;/a&gt; from &lt;a href=&quot;http://vimeo.com/user1337612&quot;&gt;Alex Roman&lt;/a&gt; on &lt;a href=&quot;http://vimeo.com/&quot;&gt;Vimeo&lt;/a&gt;.&lt;/p&gt;&lt;p&gt;Un trabajo realizado en Max/Vray donde nos tratan de mostrar la arquitectura desde el punto de vista de la fotografía. Realmente bueno...&lt;br /&gt;&lt;/p&gt;</description><link>http://dwr08.blogspot.com/2010/01/third-and-seventh.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-5624323320593675800</guid><pubDate>Fri, 15 Jan 2010 09:04:00 +0000</pubDate><atom:updated>2010-01-15T10:29:39.735+01:00</atom:updated><title>Octane Render</title><description>&lt;a href=&quot;http://www.refractivesoftware.com/index.html&quot; target=&quot;_blank&quot;&gt;&lt;img style=&quot;TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 300px; DISPLAY: block; HEIGHT: 99px; CURSOR: hand&quot; id=&quot;BLOGGER_PHOTO_ID_5426890683477045106&quot; border=&quot;0&quot; alt=&quot;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHqv2pudaucWQuXEv0SAI8MLTd3aJgCDmleyd5OcujxY2f1yMOyPfj6cYwUxtCQTAE1t74K8i8WPMFcwopkCRvbgT7Ar5NklXJIrAPYqqQ8-8ZDfjZNTnikA8EM3uxMEv48MEDdV-JEg/s400/logo.gif&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Nos sorprenden con un nuevo motor de render. Ésta vez, uno espectral (al estilo Maxwell/Fry), pero en tiempo real, basado en las GPU&#39;s de nVidia con CUDA.&lt;br /&gt;&lt;br /&gt;Dicen multiplicar por 10x ó 15x la velocidad de los tradicionales motores no condicionados (unbiased), usando los nucleos de procesamiento de la GPU.&lt;br /&gt;&lt;br /&gt;Las características son las de siempre en los motores de éstas características:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size:85%;&quot;&gt;&lt;em&gt;Currently implemented features in OctaneRender, features marked with a &#39;**&#39; are planned for implementation in the upcoming v1.0 release.&lt;br /&gt;&lt;br /&gt;ENGINE&lt;br /&gt;&lt;br /&gt;- Physically based / Spectral Light Transport&lt;br /&gt;- Unbiased and directlighting/ambient occlusion&lt;br /&gt;- QMC sampling and MLT sampling&lt;br /&gt;- instances**&lt;br /&gt;- Motion Blur**&lt;br /&gt;- Pause/resume render&lt;br /&gt;- Output of render passes, Z-depth map and normal maps**&lt;br /&gt;- Alpha channel rendering with real-time UI compositing over images**&lt;br /&gt;- support for multiple GPU&#39;s**&lt;br /&gt;&lt;br /&gt;SPECTRA&lt;br /&gt;- RGB colours&lt;br /&gt;- Gaussian spectra&lt;br /&gt;- Static spectra (data can be loaded**) and drawn in UI&lt;br /&gt;- Blackbody spectra&lt;br /&gt;- Supports multiple colourspaces&lt;br /&gt;&lt;br /&gt;TEXTURES&lt;br /&gt;- Image textures incl support for loading over 40 different formats&lt;br /&gt;- HDR, Canon RAW, and OpenEXR HDRI image textures&lt;br /&gt;- Output of HDR and LDR real-time GPU tonemapped images&lt;br /&gt;- Output of raw HDR images (exr, hdr, canon RAW)&lt;br /&gt;&lt;br /&gt;LIGHTS&lt;br /&gt;- Spectrum or HDRI environment lighting&lt;br /&gt;- Spectral sunsky daylight system&lt;br /&gt;- Emissive arealights on all material types&lt;br /&gt;&lt;br /&gt;MATERIALS&lt;br /&gt;- Physically based material models&lt;br /&gt;- Bump and normal mapping&lt;br /&gt;- Complex IOR **&lt;br /&gt;- Null material and mix/stacking of materials and layers**&lt;br /&gt;- Coatings**&lt;br /&gt;- Absorption and transmittance**&lt;br /&gt;- Chromatic dispersion**&lt;br /&gt;&lt;br /&gt;CAMERAS&lt;br /&gt;- Thin lens&lt;br /&gt;- Orthographic&lt;br /&gt;- Realistic**&lt;br /&gt;&lt;br /&gt;- Real-time control of DOF&lt;br /&gt;- Shift lens**&lt;br /&gt;- Z clipping**&lt;br /&gt;- Interactive focal-length adjustment in user interface&lt;br /&gt;&lt;br /&gt;TONEMAPPING&lt;br /&gt;- Full GPU based real-time tonemapping pipeline&lt;br /&gt;- Realistic camera controls, F-stop, shutterspeed&lt;br /&gt;- Measured camera response curves&lt;br /&gt;&lt;br /&gt;USER INTERFACE (UI)&lt;br /&gt;- Complete flexible nodegraph based user interface&lt;br /&gt;- Build complex procedural objects and materials by connecting nodes&lt;br /&gt;- Sharing of node macros with programmable functionality between registered users&lt;br /&gt;- Scriptable console version**&lt;br /&gt;- Integration in render-queue systems for animation/batch rendering**&lt;br /&gt;- Complete real-time interactive editing and monitoring of scene and rendering&lt;br /&gt;&lt;br /&gt;FILE FORMATS&lt;br /&gt;- Import of wavefront OBJ format&lt;br /&gt;- Import of collada .dae format**&lt;br /&gt;- Full support for RenderMan RIB format for animation environments**&lt;br /&gt;&lt;br /&gt;PLATFORMS&lt;br /&gt;- Windows 32 and 64 bit&lt;br /&gt;- Linux 32 and 64 bit **&lt;br /&gt;- Mac OS X **&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;** = Octane Render 1.0 feature&lt;/em&gt;&lt;/span&gt;&lt;br /&gt;&lt;em&gt;&lt;span style=&quot;font-size:85%;&quot;&gt;&lt;/span&gt;&lt;/em&gt;&lt;br /&gt;&lt;span style=&quot;font-size:85%;&quot;&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size:85%;&quot;&gt;A partir de Febrero estará disponible una beta que se podrá comprar por 99€, con derecho a la versión completa 1.0 cuando ésta salga.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size:85%;&quot;&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size:85%;&quot;&gt;Más en: &lt;a href=&quot;http://www.refractivesoftware.com/index.html&quot;&gt;http://www.refractivesoftware.com/index.html&lt;/a&gt;&lt;/span&gt;</description><link>http://dwr08.blogspot.com/2010/01/octane-render.html</link><author>noreply@blogger.com (dwr08)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHqv2pudaucWQuXEv0SAI8MLTd3aJgCDmleyd5OcujxY2f1yMOyPfj6cYwUxtCQTAE1t74K8i8WPMFcwopkCRvbgT7Ar5NklXJIrAPYqqQ8-8ZDfjZNTnikA8EM3uxMEv48MEDdV-JEg/s72-c/logo.gif" height="72" width="72"/><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-2173844077549125042</guid><pubDate>Wed, 13 Jan 2010 00:21:00 +0000</pubDate><atom:updated>2010-01-13T01:31:27.291+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>The Passenger</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://chrisj.com.au/thepassenger/&quot;target=&quot;_blank&quot;&gt;&lt;img style=&quot;display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 452px; height: 519px;&quot; src=&quot;http://chrisj.com.au/thepassenger/images/index/index_title.jpg&quot; border=&quot;0&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Fabuloso. No cabe otro apelativo al arduo trabajo realizado (y auto financiado) por Chris Jones en Lightwave 6.5!&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;8 años tardó el muchacho en terminar éste excepcional cortometraje, realizado íntegramente por él mísmo. No perderse el ´Making of&#39;, ya que muestra todos los pasos de una producción.&lt;/div&gt;</description><link>http://dwr08.blogspot.com/2010/01/fabuloso.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-2945534950444707863</guid><pubDate>Wed, 28 Oct 2009 21:19:00 +0000</pubDate><atom:updated>2009-10-28T22:23:33.003+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><title>Disculpas</title><description>He estado muy ocupado y con muchos cambios en los últimos meses, así que como imaginaréis, no he podido publicar nada aquí.&lt;br /&gt;Ahora ya parece que dispondré de más tiempo, así que en breve reiniciaré los tutoriales y artículos.&lt;br /&gt;De verdad...</description><link>http://dwr08.blogspot.com/2009/10/disculpas.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-3103065050488080859</guid><pubDate>Mon, 22 Jun 2009 12:06:00 +0000</pubDate><atom:updated>2009-06-22T14:08:05.025+02:00</atom:updated><title>Modo 401</title><description>Ya se ha publicado &lt;a href=&quot;http://www.luxology.com/modo/product_information/&quot;&gt;Modo 401&lt;/a&gt;! Cargado de novedades, incluidas animación básica...</description><link>http://dwr08.blogspot.com/2009/06/modo-401.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-8548540320692681024</guid><pubDate>Wed, 18 Mar 2009 20:37:00 +0000</pubDate><atom:updated>2009-03-18T21:42:27.740+01:00</atom:updated><title>The Control of Nature</title><description>En &quot;It&#39;s Art Magazine&quot; están organizando un concurso de 2D/3D temático sobre el control del hombre sobre la naturaleza llamado &lt;a href=&quot;http://www.itsartmag.com/features/controlnature/index.php&quot; target=&quot;_blank&quot;&gt;The Control of Nature&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.itsartmag.com/features/controlnature/650-technonaturechallenge.jpg&quot;&gt;&lt;img style=&quot;display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 650px; height: 266px;&quot; src=&quot;http://www.itsartmag.com/features/controlnature/650-technonaturechallenge.jpg&quot; border=&quot;0&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Los premios van desde licencias de Vue7 y Fryrender, hasta material docente y tutoriales.&lt;br /&gt;&lt;br /&gt;Os animo a que lo probéis si os llama la atención.</description><link>http://dwr08.blogspot.com/2009/03/control-of-nature.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-54553659397135595</guid><pubDate>Tue, 10 Mar 2009 14:35:00 +0000</pubDate><atom:updated>2009-03-10T15:40:58.581+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>World Builder</title><description>Un curioso trabajo, realizado por Bruce Branit de &lt;a href=&quot;http://www.branitvfx.com&quot; target=&quot;_blank&quot;&gt;BranitVFX&lt;/a&gt; (Lost, Pushing Daisies...). Está realizado con Lightwave, Fusion, Photoshop y Premiere.&lt;br /&gt;&lt;br /&gt;&lt;object width=&quot;601&quot; height=&quot;338&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot; /&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot; /&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=3365942&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1&quot; /&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=3365942&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; width=&quot;601&quot; height=&quot;338&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;a href=&quot;http://vimeo.com/3365942&quot;&gt;World Builder&lt;/a&gt; from &lt;a href=&quot;http://vimeo.com/user1349603&quot;&gt;Bruce Branit&lt;/a&gt; on &lt;a href=&quot;http://vimeo.com&quot;&gt;Vimeo&lt;/a&gt;.</description><link>http://dwr08.blogspot.com/2009/03/world-builder.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-6245521087406693150</guid><pubDate>Fri, 06 Mar 2009 10:38:00 +0000</pubDate><atom:updated>2009-03-06T11:44:33.438+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><title>El extraño caso de Bejamin Button</title><description>Laura de &lt;a href=&quot;http://www.efectohd.com/&quot; target=&quot;_blank&quot;&gt;efectoHD&lt;/a&gt; me ha chivateado ésto. Es una de las conferencias TED, donde Ed Ulbrich de &lt;a href=&quot;http://www.digitaldomain.com&quot; target=&quot;_blank&quot;&gt;Digital Domain&lt;/a&gt; comenta los avances tecnológicos en el campo del 3D que desarrollaron para conseguir &#39;envejecer&#39; a Brad Pitt de forma convincente. No tiene desperdicio...&lt;br /&gt;&lt;br /&gt;&lt;object width=&quot;446&quot; height=&quot;326&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://video.ted.com/assets/player/swf/EmbedPlayer.swf&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt;&lt;param name=&quot;wmode&quot; value=&quot;transparent&quot;&gt;&lt;/param&gt;&lt;param name=&quot;bgColor&quot; value=&quot;#ffffff&quot;&gt;&lt;/param&gt; &lt;param name=&quot;flashvars&quot; value=&quot;vu=http://video.ted.com/talks/embed/EdUlbrich_2009-embed_high.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/EdUlbrich-2009.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=469&quot; /&gt;&lt;embed src=&quot;http://video.ted.com/assets/player/swf/EmbedPlayer.swf&quot; pluginspace=&quot;http://www.macromedia.com/go/getflashplayer&quot; type=&quot;application/x-shockwave-flash&quot; wmode=&quot;transparent&quot; bgColor=&quot;#ffffff&quot; width=&quot;446&quot; height=&quot;326&quot; allowFullScreen=&quot;true&quot; flashvars=&quot;vu=http://video.ted.com/talks/embed/EdUlbrich_2009-embed_high.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/EdUlbrich-2009.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=469&quot;&gt;&lt;/embed&gt;&lt;/object&gt;</description><link>http://dwr08.blogspot.com/2009/03/el-extrano-caso-de-bejamin-button.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-3103417901066330506</guid><pubDate>Tue, 10 Feb 2009 10:27:00 +0000</pubDate><atom:updated>2009-02-10T11:44:57.553+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Core</category><category domain="http://www.blogger.com/atom/ns#">General</category><category domain="http://www.blogger.com/atom/ns#">Modo</category><title>Modo 401 desvelado parcialmente</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.luxology.com/modo/401.introduction/images/banner.jpg&quot;&gt;&lt;img style=&quot;display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 485px; height: 330px;&quot; src=&quot;http://www.luxology.com/modo/401.introduction/images/banner.jpg&quot; border=&quot;0&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br /&gt;En &lt;a href=&quot;http://www.luxology.com/modo/401.introduction/&quot; target=&quot;_blank&quot;&gt;Luxology&lt;/a&gt;, han comenzado a desvelar algunas de las características de la versión siguiente de Modo. Supongo que el anuncio de &lt;a href=&quot;http://www.newtek.com/core&quot; target=&quot;_blank&quot;&gt;Lightwave Core&lt;/a&gt; no ha tenido nada que ver...&lt;br /&gt;Las novedades presentadas son un sistema de fibras, luces volumétricas y los &#39;replicadores&#39;, que vienen a ser como las instancias, pero más ligeras en la memoria. Esperemos al día 12 para más anuncios.</description><link>http://dwr08.blogspot.com/2009/02/modo-401-desvelado-parcialmente.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>4</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-8163083169841734559</guid><pubDate>Thu, 05 Feb 2009 08:11:00 +0000</pubDate><atom:updated>2009-02-05T09:25:04.363+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Core</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Lightwave Core</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDzKJhpQA_6bATs8muFdfuNChDblKPtFOgoKbLnoQDD0BOBGyVDfCOzpt-vapQeqNsLNaeD97g_faOsryD-DTGFPQNPjQ9cK1QFADQotVPCRMLMwvDdyNSPOZLZQghohyETOjuXslRnA/s1600-h/corebanner.jpg&quot;&gt;&lt;img style=&quot;display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 122px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDzKJhpQA_6bATs8muFdfuNChDblKPtFOgoKbLnoQDD0BOBGyVDfCOzpt-vapQeqNsLNaeD97g_faOsryD-DTGFPQNPjQ9cK1QFADQotVPCRMLMwvDdyNSPOZLZQghohyETOjuXslRnA/s400/corebanner.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;id=&quot;BLOGGER_PHOTO_ID_5299226312362027666&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Ya es definitivo. Lightwave renace desde cero. Se ha rehecho por completo en un entorno C++, con scripting via Python/swig que permitirá que todo interactue con todo. La SDK estará completamente abierta.&lt;br /&gt;Las novedades son muchas, pero teneis una breve lista en la página de &lt;a href=&quot;http://www.newtek.com/core&quot; target=&quot;_blank&quot;&gt;Core&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Tambien teneis el vídeo de presentación &lt;a href=&quot;http://www.veoh.com/search/videos/q/Lw+core#watch%3Dv17421006ShAqREfA&quot; target=&quot;_blank&quot;&gt;aquí&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Estará disponoble al público a finales de año, o por suscripción a &lt;a href=&quot;http://reg.newtek.com/&quot; target=&quot;_blank&quot;&gt;Hardcore&lt;/a&gt; con acceso a las betas a partir de mediados de febrero.</description><link>http://dwr08.blogspot.com/2009/02/lightwave-core.html</link><author>noreply@blogger.com (dwr08)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDzKJhpQA_6bATs8muFdfuNChDblKPtFOgoKbLnoQDD0BOBGyVDfCOzpt-vapQeqNsLNaeD97g_faOsryD-DTGFPQNPjQ9cK1QFADQotVPCRMLMwvDdyNSPOZLZQghohyETOjuXslRnA/s72-c/corebanner.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-574343320600608557</guid><pubDate>Thu, 22 Jan 2009 20:47:00 +0000</pubDate><atom:updated>2009-01-23T14:15:55.039+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><title>Los 1000 primeros posts en Theflow</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://theflow.es/wp-content/themes/artificial-intelligence-10/images/intro.jpg&quot;&gt;&lt;img style=&quot;margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 641px; height: 199px;&quot; src=&quot;http://theflow.es/wp-content/themes/artificial-intelligence-10/images/intro.jpg&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;TheFlow/Motion Graphics Spain cumple 1000 posts.&lt;br /&gt;Os animo a entrar y compartir... &lt;span&gt;&lt;/span&gt;&lt;a href=&quot;http://www.blogger.com/www.theflow.es/foro&quot; target=&quot;_blank&quot;&gt;www.theflow.es/foro&lt;/a&gt;</description><link>http://dwr08.blogspot.com/2009/01/los-1000-primeros-posts-en-theflow.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-930080627448643426</guid><pubDate>Thu, 22 Jan 2009 20:42:00 +0000</pubDate><atom:updated>2009-01-23T14:14:09.949+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Core</title><description>Qué se traerán entre manos en Newtek..?&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://www.newtek.com/core/&quot;&gt;http://www.newtek.com/core/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;En breve lo sabremos...&lt;br /&gt;&lt;br /&gt;-&lt;span style=&quot;font-style: italic;&quot;&gt;Actualización a 23/01/2009&lt;/span&gt; - Parece ser que en los &lt;a href=&quot;http://www.newtek.com/forums/showthread.php?t=94254&quot;&gt;foros de Newtek&lt;/a&gt; han descifrado el código de la página. Está escrito con la fuente típica del Galáctico Básico de Star Wars, Aurek Besh, y volteado. Viene a decir &#39;Cross the Threshold - More to come&#39;, que viene ser &#39;Cruza el umbral - mas por venir&#39;.&lt;br /&gt;También hay un comentario en el código fuente de la página que dice:&#39;&lt;pre face=&quot;verdana&quot; style=&quot;color: rgb(102, 102, 102); font-style: italic;&quot; id=&quot;line63&quot;&gt;&lt;span class=&quot;comment&quot;&gt;If you can figure out the phrase in the graphic, please visit&lt;br /&gt; http://www.newtek.com/core/message.php =D&lt;/span&gt;&lt;/pre&gt; y que llevaría a una página con el único texto: &#39;You are just the kind of person we like - more to follow.&#39;&lt;br /&gt;&lt;br /&gt;Se habla de noticias sobre el desarrollo de LWX, con una posible fusión del Modeler con el Layout en una sola aplicación, pero es especulación. Tendremos que esperar esos 12 días y pico...</description><link>http://dwr08.blogspot.com/2009/01/core.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-4189224506517465017</guid><pubDate>Thu, 22 Jan 2009 12:21:00 +0000</pubDate><atom:updated>2009-01-23T14:16:23.932+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Wallpaper de Windows 7 con Lightwave 9.6</title><description>Como ando probando la beta de Windows 7, y coincidiendo con el estreno de Lightwave 9.6, decidí hacerme un fondito con LW para el W7...&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyWH4NRk8Ed97HBjmqmP1MMONvN9LVmeFLVMljDonYeBWugAIekoiG5pdqFGH-PAMrcDu5cWshk5ZNKktrr10Ya3VSuwRFItYVnfXE7glGomfsMKOUj5rmIIS_iaZB3qJun32x3KAu_g/s1600-h/w7wp_rgb6001.jpg&quot;&gt;&lt;img style=&quot;margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 250px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyWH4NRk8Ed97HBjmqmP1MMONvN9LVmeFLVMljDonYeBWugAIekoiG5pdqFGH-PAMrcDu5cWshk5ZNKktrr10Ya3VSuwRFItYVnfXE7glGomfsMKOUj5rmIIS_iaZB3qJun32x3KAu_g/s400/w7wp_rgb6001.jpg&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5294092993778690226&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjayyMv4X-RGPIArV1egtv86liK7fSmwMbEbb3WPm1CfcYBxzLF9qw2VMwTJQadIW9EbMU1bK6DRA01q0SCO-PTDNSOoR8HfhDs7eP_slbVK-pfQ4rvzEu9zS9Mp24ScpOdLs4zH_bSzQ/s1600-h/w7wp_rgb600.jpg&quot;&gt;&lt;img style=&quot;margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 250px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjayyMv4X-RGPIArV1egtv86liK7fSmwMbEbb3WPm1CfcYBxzLF9qw2VMwTJQadIW9EbMU1bK6DRA01q0SCO-PTDNSOoR8HfhDs7eP_slbVK-pfQ4rvzEu9zS9Mp24ScpOdLs4zH_bSzQ/s400/w7wp_rgb600.jpg&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5294092729176621218&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Bueno, al final han sido 2 (me he quedado con el azul pa mi!).&lt;br /&gt;Los he subido a mi galería de deviantArt &lt;a href=&quot;http://dwr08.deviantart.com/gallery/&quot;&gt;aquí.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;En cuanto al rendimiento de LW 9.6 sobre la beta de Windows 7, por ahora es sorprendente. En breve os contaré algo más sobre mis impresiones de ámbos programas.</description><link>http://dwr08.blogspot.com/2009/01/wallpaper-de-windows-7-con-lightwave-96.html</link><author>noreply@blogger.com (dwr08)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyWH4NRk8Ed97HBjmqmP1MMONvN9LVmeFLVMljDonYeBWugAIekoiG5pdqFGH-PAMrcDu5cWshk5ZNKktrr10Ya3VSuwRFItYVnfXE7glGomfsMKOUj5rmIIS_iaZB3qJun32x3KAu_g/s72-c/w7wp_rgb6001.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-3056331811044597724</guid><pubDate>Wed, 21 Jan 2009 06:52:00 +0000</pubDate><atom:updated>2009-01-21T07:57:39.048+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Primeras impresiones de LW 9.6</title><description>Anoche instalé la versión 9.6 y a primera vista, parece que la interpolación de reflejos borrosos en los materiales es increíblemente más rápida, rondando un 200% de mejora, y sin caída aparente de la calidad.&lt;br /&gt;Tambien he podido ver el nuevo material de &#39;Pintura de Coche&#39; y tiene una pinta fabulosa.&lt;br /&gt;En los próximos días, más...</description><link>http://dwr08.blogspot.com/2009/01/primeras-impresiones-de-lw-96.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-7829183539629810173</guid><pubDate>Tue, 20 Jan 2009 09:10:00 +0000</pubDate><atom:updated>2009-01-20T10:29:18.635+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Lightwave 9.6 publicado!</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.newtek.com/lightwave/images/frontpage/ads/96_release.jpg&quot;&gt;&lt;img style=&quot;display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 401px; height: 187px;&quot; src=&quot;http://www.newtek.com/lightwave/images/frontpage/ads/96_release.jpg&quot; border=&quot;0&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Por fín está!&lt;br /&gt;Teneis los detalles de las características &lt;a href=&quot;http://www.newtek.com/lightwave/benefits.php&quot;&gt;aquí&lt;/a&gt;, y un enlace para descargar una demo de 30 días &lt;a href=&quot;http://www.newtek.com/lightwave/lwtrial.php&quot;&gt;aquí&lt;/a&gt;.&lt;br /&gt;En cuanto que tenga ocasión de trastearlo, os iré contando qué voy averiguando.</description><link>http://dwr08.blogspot.com/2009/01/lightwave-96-publicado.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-686379897309457729</guid><pubDate>Thu, 08 Jan 2009 07:03:00 +0000</pubDate><atom:updated>2009-01-08T08:07:52.192+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Lightwave 9.6</title><description>Bueno, volvemos de vacaciones y parece que los Reyes nos dejan un regalito en los zapatos! Aunque aún no ha salido, pero está a la vuelta de la esquina:&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-style:italic;&quot;&gt;&quot;LightWave v9.6 Feature Overview&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Modeler&lt;br /&gt;&lt;br /&gt;* Modeler in the Windows version now does drag and drop for files.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Layout&lt;br /&gt;&lt;br /&gt;* Added drag-and-drop to the UI or the program icon for Layout Windows version, supports audio, lwo, lws, obj, images.&lt;br /&gt;* Added drag-and-drop of image files to the Image Editor.&lt;br /&gt;* Drag-and-drop extended to support .srf and image files dropped into the surface and texture image panes.&lt;br /&gt;* Dynamic Range Limit enhanced to provide a range, with Minimum and Maximum values in the Image Processing window. Negative values also supported.&lt;br /&gt;* Implemented &quot;Exclude From Volume Stack&quot; for surfaces.&lt;br /&gt;* Added the new raytrace functions (see SDK section) into volumetrics and pixel filters.&lt;br /&gt;* Added control script for setting the Radiosity Sample Diagnostics Flags.&lt;br /&gt;* The Radiosity Flags (Render tab/Utilities/Radiosity Flags) are now stored in the scene file.&lt;br /&gt;* Added ability to lock down Z buffer minimum and maximum range for export, for improved compositing compatibility:&lt;br /&gt;o Minimum sets the 0 point in the buffer.&lt;br /&gt;o Maximum sets the 1 point in the buffer.&lt;br /&gt;* Added snapping to item position (specifically to pivot point) when dragging items in Layout.&lt;br /&gt;* During Layout&#39;s bone re-parenting process, it now notifies plugins of the new bone item being added as well as the old bone item being removed.&lt;br /&gt;* Package Scene has undergone a significant rewrite:&lt;br /&gt;o New option &quot;Preserve Existing Structure,&quot; will attempt to preserve all directories and subdirectories that are under the current Content directory when copying assets to the new content directory.&lt;br /&gt;o New option &quot;Reload Old Scene,&quot; reloads the original scene after exporting.&lt;br /&gt;o Changed handling of Radiosity cache files, to work with the new Radiosity path behavior. Will also respect file structure if Preserve File Structure option is selected.&lt;br /&gt;o Added an option for Radiosity cache files to be included in the package or not.&lt;br /&gt;* Added an option to draw wireframe handles and gizmos using antialiased lines. This improves the look of bones quite a bit. The &quot;Handle Wire Smoothing&quot; setting is in the Handles&amp;Icons tab of the Display preferences panel. 0 (default) is off, larger values make the lines thicker (7 seems to work well). If set, this value also controls the line thickness of the grid, if grid antialiasing is enabled.&lt;br /&gt;* Made Parent In Place more aware of scaling sign.&lt;br /&gt;* Two new Lscripts for working creating or assigning handles have been added: Create Handle, Assign Handle.&lt;br /&gt;* Enhanced Viper performance for all modes on all platforms.&lt;br /&gt;* Added new Mirror Hierarchy generic LScript.&lt;br /&gt;* Added Foot Printer LScript for automatically adding footprints to a character scene.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Layout and Modeler&lt;br /&gt;&lt;br /&gt;* Added Windows 32-bit with SSE2 optimizations as new platform.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Enhanced Integration Capabilities&lt;br /&gt;&lt;br /&gt;Collada and FBX I/O&lt;br /&gt;&lt;br /&gt;* Rotation and scale animation export have been added to Collada.&lt;br /&gt;* Controls for scaling have been added to FBX import and export.&lt;br /&gt;* Implemented converting the filename to utf8 for the FBX library to save non-ASCII filenames.&lt;br /&gt;* FBX: now exporting Bezier interpolated Animation curves.&lt;br /&gt;* FBX:&lt;br /&gt;o Converting TCB-&gt;Hermite-&gt;Bezier on export.&lt;br /&gt;o Importing FBX animation curves as Bezier.&lt;br /&gt;* FBX: now using the last UV mapped texture layer for color UV map export.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;OBJ I/O Plugin:&lt;br /&gt;&lt;br /&gt;* Allow the user to determine if the new OBJ exporter will or will not merge points in export with a new option, OBJ Merge Points.&lt;br /&gt;* OBJ I/O: Added ZBrush Mode to for fully compatible import and export with ZBrush. The importer will read in the object with Zbrush selection sets (groups) intact.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Node Editor Enhancements&lt;br /&gt;&lt;br /&gt;* New material node, Carpaint.&lt;br /&gt;* New procedural based off the carpaint material, &quot;Flakes&quot;.&lt;br /&gt;* New node, Curve, for editing gradients using curves. Curve Node Enhancements:&lt;br /&gt;o Added a toggle to turn on &quot;key creation mode&quot; for the Curve node.&lt;br /&gt;o Made the viewport in the Curve node pan with ALT+LMB.&lt;br /&gt;o Added a toggle button to turn on &quot;stretch mode&quot;. The stretch mode works as follows: Left button stretches the values(Y), and holding down CTRL stretches the positions(X).&lt;br /&gt;o Changed the coloring of the grid area in the Curve node to separate the workspace from the position/value scales.&lt;br /&gt;o Added Copy, Cut and Paste functionality to the Curve node.&lt;br /&gt;o Added undo/redo functionality to the Curve node.&lt;br /&gt;o Selecting keys with shift held down will add keys to the selection, and holding ctrl will remove keys from selection.&lt;br /&gt;o Clicking on the gradient at the bottom of the graph will popup a color requester and add a key with the selected color.&lt;br /&gt;o Changed the control point handle lines to stippled lines.&lt;br /&gt;o Made different curve types conform to each other when lock control point is on.&lt;br /&gt;o Made the the opposite side control point highlight when lock control points is on.&lt;br /&gt;* Improved the accuracy of the cubic bezier used in the Curve node.&lt;br /&gt;* Added a &quot;Partial Internal Reflections&quot; toggle checkbox for Dielectric. Toggle this on for full accuracy with internal reflections, or off to allow for faster rendering when full-on accuracy is not required.&lt;br /&gt;* Added the new raytrace functions (see SDK section) into materials and shaders.&lt;br /&gt;* Implemented buffer writing for all materials and all shading models.&lt;br /&gt;* Made the shadow buffer work with most material nodes.&lt;br /&gt;* Updated Nodes use the new smarter &quot;AA&quot; aware sampling developed for the Renderer.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;IK and Animation Systems&lt;br /&gt;&lt;br /&gt;* Compensation and flexing for joint bones now takes into account any bending, not just pitch angle.&lt;br /&gt;* Added bone bulging, which causes a radial distortion based on bone stretching and bending (for parent bulging only bending).&lt;br /&gt;* Made bone bulging textureable.&lt;br /&gt;* Added a general bone deformation displacement texture. The input parameters for texture gradients include:&lt;br /&gt;o Bend: angle between bone and parent bone.&lt;br /&gt;o Bulge Falloff: bulging falloff along bone (0 at ends, 1 in the middle).&lt;br /&gt;o Bulge: radial bulging factor away from bone.&lt;br /&gt;o Distance&lt;br /&gt;o Angle from Inside: angle of point along bone radial, with 0 being the direction facing the parent bone.&lt;br /&gt;* Added ability for bones to be reparented to different objects. This allows inserting nulls in a bone hierarchy.&lt;br /&gt;* The default name for joints is now &quot;Joint&quot; instead of &quot;Bone&quot;.&lt;br /&gt;* Tweaked the picking of joints to make it easier to pick them instead of the bones between them.&lt;br /&gt;* When the bone part of a joint bone is selected, the axes are now effectively locked.&lt;br /&gt;* Added option to use double-clicking to enter and exit bone selection mode. The option is in the General Preferences tab (&quot;Dbl. Click Bone Mode&quot;). When on, a double-click is needed to select a bone when not in bone mode. And when in bone mode, a double-click is needed to select a non-bone. The default is off.&lt;br /&gt;* The IK solver has undergone another major rewrite for much greater stability and improved handling of legacy scenes.&lt;br /&gt;o Maestro-generated rigs now appear to work properly again.&lt;br /&gt;o Made significant changes to Go To Goal, to make it less jittery.&lt;br /&gt;o Better behaviour near full extension&lt;br /&gt;o Added a check for very slow error reduction, which allows the solver to stop sooner&lt;br /&gt;o Changed the way controller stiffness, goal strength, and controller limits influence the solver.&lt;br /&gt;o Changed &quot;Go To Goal&quot; IK to a hybrid second order method, which solves an issue with the chain going nuts when the goal is moved far away.&lt;br /&gt;o Some optimization if the second order derivative of the motion matrix is known to be zero.&lt;br /&gt;o Slightly changed the way stiffness is applied. This helps a bit to get closer to the goal near full extension.&lt;br /&gt;* The deformation settings for a bone are now hidden if the joint part of a joint bone is selected, with the exception of zero-length joints.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Lighting System&lt;br /&gt;&lt;br /&gt;* Improved the sampling for the photometric, spherical and dome lights, which greatly improves quality.&lt;br /&gt;* Spherical light now has a default size of 100mm rather than 0.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;FiberFX&lt;br /&gt;&lt;br /&gt;* Added support for multiple FiberFX instances on a single mesh. Cloned FiberFX instances have a &quot;(#)&quot; appended to the object name in list. Deactivating a cloned instance removes the entry from the list.&lt;br /&gt;* Added stereo rendering ability to FiberFX.&lt;br /&gt;* Enabled multi-threaded depth buffer raycast to allow the pixel filter to operate with the raytraced cameras, including features such as Depth of Field and Photoreal Motion Blur.&lt;br /&gt;* FiberFX has been enhanced to work with all subd orders. This allows using imported mdd files.&lt;br /&gt;* Added occlusion culling of fibers. Speedup depends on how many fibers are behind in the z buffer.&lt;br /&gt;* Added right mouse button menu popup with clone command.&lt;br /&gt;* Reworked mouse deltas for better combing. Comb direction is now independent of starting point.&lt;br /&gt;* Changed clamping of color values to support HDRI. Added dynamic range limits and clamping to LW interface values from the image processing panel.&lt;br /&gt;* Added FFx object list popup menu item (Save To Default) to save the current ffsurface as the default to be used the next time a new instance is created. This will allow the user to customize their default settings. Added support functions to save default to user setting folder.&lt;br /&gt;* FiberFX now disallows subd changes after editing guides. and enforces the same subd level for preview and rendering, to insure stability of the guide edits. A warning message will be displayed when the preview and render subd levels are different, informing user that these settings need to be matched when using FiberFX.&lt;br /&gt;* Optimizations have been made to the FiberFX IK solver.&lt;br /&gt;* Revised the way modeled strand fibers are built. Previously they were clones, now they are shortened on the inside of the curve and lengthened on the outside of the curve, following the modeled strand in a more natural way. See image attached below.&lt;br /&gt;* Guide edit panel now resets its control state when switching between editing objects.&lt;br /&gt;* Added &quot;Random&quot; toggle button for Swirl to make a random starting rotation offset, plus load and save code.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Cameras&lt;br /&gt;&lt;br /&gt;* The Classic Camera now uses double precision math like the new cameras. This allows the camera and objects to render correctly even if they are far away from the origin.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Renderer&lt;br /&gt;&lt;br /&gt;Radiosity Improvements:&lt;br /&gt;&lt;br /&gt;* Optimizations to improve the speed and quality of radiosity rendering.&lt;br /&gt;* Speeded up rendering of animations when animated radiosity cache is enabled.&lt;br /&gt;* Optimization to speed up the radiosity sample searches.&lt;br /&gt;* Optimization to speed up radiosity preprocessing when the Multiplier is more than 100%.&lt;br /&gt;* Reduced the noise for area lights and non-interpolated radiosity when used in conjunction with anti-aliasing.&lt;br /&gt;* Added manual control for the radiosity gradients.&lt;br /&gt;* Added manual control for the behind test.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;General Rendering Changes&lt;br /&gt;&lt;br /&gt;* Improved the Oversample option for the new camera modes for better antialiasing.&lt;br /&gt;* The oversample can now be animated via its envelope.&lt;br /&gt;* Added Ray Cutoff to the raytracer, to improve detection and early termination of rays that will not affect shading, which provides speed improvements in some situations.&lt;br /&gt;* Implemented the Ray Cutoff feature for the hard-coded shading model.&lt;br /&gt;* Limit dynamic range is now applied to the shaded buffers. Examples are the reflection, diffuse, specular and backdrop buffers.&lt;br /&gt;* Added new functionality to the access structures to read and write to render buffers from shaders, nodes and volumetric plugins.&lt;br /&gt;* The Z buffer value for the camera ray is now available to pixel filters that are rendered multi-threaded.&lt;br /&gt;* Multi-threaded pixel filters are now called as if they were single-threaded from the Classic Camera.&lt;br /&gt;* Changed the Z Buffer maximum sent to the multi-threaded pixel filters to 2.0E14f, which matches the Classic Camera.&lt;br /&gt;* Added the multi-threaded flag to Skytracer for raytraced camera support.&lt;br /&gt;* Added cloning of non-multithreaded pixel filters per render thread when pixel filter multi-threading is forced on. This allows multi-threaded rendering when using such pixel filters.&lt;br /&gt;* The render buffers are now averaged when requested by a pixel filter plug-in in the ray traced camera modes. This is consistent with the way the buffers are treated for image filter plug-ins.&lt;br /&gt;* Pixel filters can now set the z buffer depth and alpha when the primary ray does not hit any polygons.&lt;br /&gt;* Implemented the smarter sampling for soft reflections and refractions.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Mac/Universal Binaries&lt;br /&gt;&lt;br /&gt;* Completed the Mosaic mode for the Mac.&lt;br /&gt;* Added a Dock menu to the Hub that adds the ability to launch applications, like the Hub Taskbar menu does in Windows.&lt;br /&gt;* Added Dock Tile Render Status to the Mac UB version. This updates the dock icon with a progress bar during rendering a frame or scene.&lt;br /&gt;* Added Command+R and Command+Shift+R shortcuts for Render Frame and Render Scene. Newer MacBooks already have up to three different default behaviors for F9, which may make it difficult for users to render with that shortcut out of the box on a new Mac. This allows them to use a more Mac-like shortcut if they want, without disabling that feature for those users who prefer F9.&lt;br /&gt;* UB: dialog style windows will bounce dock icon when when the front process so as to alert user a request is waiting.&lt;br /&gt;* UB: Made change on quit window a dialog instead of a palette window so it can bounce dock icon when not in front.&lt;br /&gt;* UB: Text fields show all selected when focused and previously not focused. It becomes easier this way to replace existing numeric values by single clicking in field and type new value.&lt;br /&gt;* UB: Added partial support for SECURE property for a text field, which is supposed to allow for password-style entry.&quot;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Confiemos en que no se haga de rogar... ;)&lt;br /&gt;&lt;br /&gt;Extraído de: &lt;a href=&quot;http://www.newtek.com/forums/showpost.php?p=800533&amp;postcount=14&quot;&gt;http://www.newtek.com/forums/showpost.php?p=800533&amp;postcount=14&lt;/a&gt;</description><link>http://dwr08.blogspot.com/2009/01/lightwave-96.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-4843151259582068282</guid><pubDate>Wed, 24 Dec 2008 11:00:00 +0000</pubDate><atom:updated>2008-12-24T12:02:37.566+01:00</atom:updated><title>Felices Fiestas</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB6IsprYEU7QKQzGN2lv8hORx5Gj1hRb5XOYyyEl_QQLWQ3BKle08inZgFQC-43dBSZF65Aey50vHqkCMiOpoua6NPFSj6Y80xLDu17klOLazanCzCc-Wvn4RVQI3tMofJSOv6NHAAnQ/s1600-h/xmas2008_001.jpg&quot;&gt;&lt;img style=&quot;display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 300px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB6IsprYEU7QKQzGN2lv8hORx5Gj1hRb5XOYyyEl_QQLWQ3BKle08inZgFQC-43dBSZF65Aey50vHqkCMiOpoua6NPFSj6Y80xLDu17klOLazanCzCc-Wvn4RVQI3tMofJSOv6NHAAnQ/s400/xmas2008_001.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;id=&quot;BLOGGER_PHOTO_ID_5283310260473759618&quot; /&gt;&lt;/a&gt;</description><link>http://dwr08.blogspot.com/2008/12/felices-fiestas.html</link><author>noreply@blogger.com (dwr08)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB6IsprYEU7QKQzGN2lv8hORx5Gj1hRb5XOYyyEl_QQLWQ3BKle08inZgFQC-43dBSZF65Aey50vHqkCMiOpoua6NPFSj6Y80xLDu17klOLazanCzCc-Wvn4RVQI3tMofJSOv6NHAAnQ/s72-c/xmas2008_001.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-8101604938149473219</guid><pubDate>Thu, 20 Nov 2008 09:38:00 +0000</pubDate><atom:updated>2009-01-20T18:17:22.664+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><category domain="http://www.blogger.com/atom/ns#">Materiales</category><title>Colección de Materiales de Lightwave 9.5: Metales Vol. 1</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2t9JUfok-witXJiSSaQFqzYQ1Cv4IV9opHBvlOLdKImwoRCYjy3anYHD-C0ReQ1gsgLLIRymBOdJMgS7HvBdggvh0XtqKXbyDUVHY146F_n-1z-ppSdYJFC10iRTVB1nPsSlzgkvN4g/s1600-h/acero1.jpg&quot;&gt;&lt;img style=&quot;margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 400px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2t9JUfok-witXJiSSaQFqzYQ1Cv4IV9opHBvlOLdKImwoRCYjy3anYHD-C0ReQ1gsgLLIRymBOdJMgS7HvBdggvh0XtqKXbyDUVHY146F_n-1z-ppSdYJFC10iRTVB1nPsSlzgkvN4g/s400/acero1.jpg&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5270672123065000978&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Debido a la falta de tiempo, he decidido fragmentar en entregas la colección de materiales.&lt;br /&gt;Aquí teneies una breve colección de metales de uso común, creados usando el nodo físicamente correcto &#39;Conductor&#39; de Lightwave 9.5.  Son de uso libre para lo que gustéis.&lt;br /&gt;&lt;br /&gt;Más adelante, publicaré un breve tutorial explicando el uso del nodo, sus virtudes y sus defectos.&lt;br /&gt;Podeis descargarlos de &lt;a href=&quot;http://rapidshare.com/files/186657245/tut2-materiales.rar.html&quot; target=&quot;_blank&quot;&gt;aquí&lt;/a&gt;.</description><link>http://dwr08.blogspot.com/2008/11/coleccin-de-materiales-metales-vol-1.html</link><author>noreply@blogger.com (dwr08)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2t9JUfok-witXJiSSaQFqzYQ1Cv4IV9opHBvlOLdKImwoRCYjy3anYHD-C0ReQ1gsgLLIRymBOdJMgS7HvBdggvh0XtqKXbyDUVHY146F_n-1z-ppSdYJFC10iRTVB1nPsSlzgkvN4g/s72-c/acero1.jpg" height="72" width="72"/><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5396603028185286720.post-2733959990720732740</guid><pubDate>Tue, 18 Nov 2008 11:01:00 +0000</pubDate><atom:updated>2008-11-18T12:12:03.375+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Enlaces</category><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><category domain="http://www.blogger.com/atom/ns#">Plugins</category><title>VeggiPaint y Sunsky</title><description>Tenemos versión nueva del cielo físico Sunsky de Dennis Pontonnier con algunas funciones nuevas:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Raleigh Scattering (dispersión).&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Atenuación de Aerosol (agua+polvo).&lt;/li&gt;&lt;li&gt;Atenuación por ozono.&lt;/li&gt;&lt;li&gt;Atenuación por gases mixtos.&lt;/li&gt;&lt;li&gt;Atenuación por vapor de agua.&lt;/li&gt;&lt;/ul&gt;&lt;a href=&quot;http://pagesperso-orange.fr/dpont/plugins/Sunsky.html&quot;&gt;http://pagesperso-orange.fr/dpont/plugins/Sunsky.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Tambien ha aparecido VeggiPaint para Lightwave, que nos permite &#39;rociar&#39; y colocar grán número de objetos sobre otro. Los resultados se pueden exportar como puntos, nulos, objectos custom de Kray o quads al Layout directamente y son compatibles con Kray y HDInstance.&lt;br /&gt;&lt;br /&gt;Más información y demo en: &lt;a href=&quot;http://veggipaint.walen.se/&quot;&gt;http://veggipaint.walen.se/&lt;/a&gt;</description><link>http://dwr08.blogspot.com/2008/11/veggipaint-y-sunsky.html</link><author>noreply@blogger.com (dwr08)</author><thr:total>0</thr:total></item></channel></rss>