truespace compositing nodes released

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clintonman
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Re: truespace compositing nodes released

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trueBlue wrote: 10 Dec 2021, 23:21 I found an issue with the image sequence loader with scale
Not even sure how it was working :o
Problem is, the SwitchImage script is connecting an IN attribute to another IN attribute

Code: Select all

//	Node.ConnectTo(newimage, "Bitmap", switchnode, "Bitmap")
	Node.ConnectTo(newimage, "oBitmap", switchnode, "Bitmap")
Here's a quote from the website compositing nodes page, "An experimental/unfinished node called "image sequence loader with scale" is included in the library/zip. Do not use it."
So I figure there's some things wrong with it.
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Re: truespace compositing nodes released

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Dec 11
new rsx plugin v1638431
http://clintons3d.com/plugins/truespace ... index.html

The image cloud color option only half colored bug is fixed
Also the "no undo" script commands have been altered to work more like the built in tS Node commands in that they don't error out with invalid node definitions.
The tS Node.Copy, Rename and Value all give errors with nonexistent nodes, so the "no undo" versions have not been altered.
Delete, Disconnect, DisconnectAll, ConnectTo, ConRemove along with ClearStatusMessage will no longer give errors because of invalid nodes. This should make it easier to work with them.
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Re: truespace compositing nodes released

Post by trueBlue »

:bananathumb:
Thank you for the updates!
Is there a Compositing script that will control the Brightness of a Bitmap?
I tried all of them and was not able to get what I was wanting
The Texture generated with the D3D Texture render target is way too bright!
D3D Render to Texture.png
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Re: truespace compositing nodes released

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trueBlue wrote: 12 Dec 2021, 01:56 :bananathumb:
Thank you for the updates!
Is there a Compositing script that will control the Brightness of a Bitmap?
I tried all of them and was not able to get what I was wanting
The Texture generated with the D3D Texture render target is way too bright!
D3D Render to Texture.png
Image Multiply is brightness and contrast.

Maybe the render target has some default post process that's making it brighter?
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Re: truespace compositing nodes released

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Not sure what makes it so bright
Your Image Multiply seems to help
Question, do you control the Brightness with the RGB values?
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Re: truespace compositing nodes released

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trueBlue wrote: 12 Dec 2021, 03:47 Not sure what makes it so bright
Your Image Multiply seems to help
Question, do you control the Brightness with the RGB values?
Yep. "Alpha Value Only check will multiply the rgb by the alpha in input. Unchecked and each rgba will be multiplied individually."

I'll do a test when I get a chance. I never notice the brightness issue before. Just had a thought, maybe the node is tuned for default tS lights and UU lights give a different result.
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Re: truespace compositing nodes released

Post by trueBlue »

UU lights should be the same as tS lights besides the panel icon scripts and meshes
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Re: truespace compositing nodes released

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BrighnessOK.jpg
Just did a test with the same scene and I'm not seeing any crazy brightness.
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Re: truespace compositing nodes released

Post by trueBlue »

Thanks!
I was experimenting with a few ideas
Root = Space.CurrentScene()
Camera = /D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}
I think my biggest issue was I had the Color picker & Render to Texture encapsulated
As soon as I exported the above two attributes, everything started working as expected
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Re: truespace compositing nodes released

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trueBlue wrote: 12 Dec 2021, 16:07 Thanks!
I was experimenting with a few ideas
Root = Space.CurrentScene()
Camera = /D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}
I think my biggest issue was I had the Color picker & Render to Texture encapsulated
As soon as I exported the above two attributes, everything started working as expected
It looks like the Root has to have a valid value. If you encapsulate and set the Root properly it still works.

I didn't know you could use the EyeCamera_xxx like that. I thought it had to be a camera in the scene.
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