DP Filter Node Editors
DP Filter Node Editors for LightWave 3D
DP Filter Node Editors plugins
LightWave 3D 9.6 -> 2019
All plugins below coded by Denis Pontonnier.
Earlier Mac UB versions compiled by Michael Wolf.
UB are for Intel and PPC, 32-bit requires at least OSX 10.4, 64-bit at least 10.5 .
Earlier Win64 versions were compiled by Marvin Landis.
DP Filter-Plugin module with two Filter node editors, Pixel and Image for post-processing,
Lightwave buffers or pre-processing image in Lightwave Image Editor.
Includes also tool nodes mainly for the Image Filter node editor, and
Extra Buffers node for custom buffer linked between the Surface node editor,
and the Filter node editors.
*:This nodes are removed in DPFilter 2018.
Image Filter Node Editor
Pixel Filter Node Editor
Render Buffer Node
Extra Buffer Nodes*
Safe Mask Node
Surface ID Node*
Mask Objects Node
Mask Surfaces Node
Fast Blur Node
Linear Tone Map Node
Tone Map Node
Color Space Node**
1D/3D Lut Node**
Fast Tone Map Node**
Border Filler Node** Open Image Denoiser Node**
SS Blur Node
Vector Blur Node
Camera Response Node
Color Transfer Node**
Buffer Mixer Node
Replace Spot Node
Back Lit Node*
Depth To Pos*
**: This nodes are included in DPFilter 2015/2018 only.
***: This nodes are included in DPFilter 2018 only. Download DP Filter
Node Image Filter-Node Editor for Image Filter, works like Textured Filter with several other tools.
-Except Color and Alpha, the required render buffers must be enabled in the root node panel. -"Alpha Mode" option in root panel is a choice between:
"Replace Buffer" overwrite current LW alpha buffer with alpha input,
"Mix with Buffer" will mix alpha input with current LW alpha buffer (max value)
and color input is mixed with Color Buffer like in LW Textured Filter.
-With the "Global Buffer" option (9.5+) new inputs are added in Image Filter node editor.
Empty Global Buffers are available to export Image Filter evaluations, however Buffers already
used in Pixel Filter node editor, can't be overwritten and are locked.
Add a Get Global Buffer node to output a Buffer, which can be modified and connect to a different
and empty Global Buffer of Image Filter node editor.
Use the same Get Global Buffer node to save this new Global Buffer in a file. All nodes below are located in DP Filter folder and subfolders.Render Buffer Node
-Render Buffer Node, works with Node Image Editor (always full stored buffer)
and Node Pixel Editor (per pixel buffer only or full stored buffer in a second instance). -Except Color and Alpha, Buffer outputs are available if they are properly enabled in the node editor panel. Extra Buffer Nodes
(removed in DPFilter 2018, see GetCustomBuffer Node). -"Store Extra Buffer" Node for Surface node editor,
"Get Extra Buffer" Node for Pixel Filter and Image Filter node editors. -24 Color and Scalar buffers (6 in older versions), which can be filled through different
nodal surfaces of different objects to complete partial or whole image buffer. -Part of the rendered image like Ambient Occlusion scalar or Normal color
can be buffered with their nodal setup connected to the "Store Extra Buffer"
node in surface node editor, but not rendered in the current image,
then using the output of the "Get Extra Buffer" node these buffers can be :
redirected/connected to an LW buffer in the PixelFilter node editor,
or mixed with the rendered image or another buffer, in the ImageFilter node editor.
-The "Access" output of Store Extra Buffer node needs to be connected to any unused
channel, which accepts a constant value of 1, this is required for recovering the Extra Buffers
later in the DP Filter node editors. -"Enable AntiAliasing Buffer x" is commonly checked for the Image Filter node editor,
evaluated spot samples are stored for each subsampling pass.
can be disabled if AntiAliasing is calculated in the PixelFilter node editor
with "MotionBlur" enabled, for detecting samples. -"Force AntiAliasing Buffer x" is commonly checked for the Image Filter node editor,
evaluated spot samples are accumulated in the Extra Buffer and averaged later
in the node editor, do not check this option in PixelFilter node editor.
This option works with homogeneous sampling, so it is not directly compatible
with Adaptive Sampling, this can be compensated if Global Buffers are simultaneously
used in the render. Note: Adaptive Sampling is limited by itself because its estimation is based
on the final Color render. -Extra Buffers can be saved as image files in the Get Extra Buffer node
add this node in Image Filter node editor without connection, then select the desired
Extra Buffer, image format and output filename in its panel.
Image saving is also available in Pixel Filter node editor. Note: Current LW Buffer can be modified and stored in an Extra Buffer
in the Pixel Filter node editor and saved in the Image Filter node editor.
Replace Spot Node
-Replace Spot node is an addon to fill/replace a few Spot Infos in a nodal chain
in Filter node editors, original Object Spot, World Spot and Smoothed Normal should
be stored in Color Buffers with Store Extra Buffer node in the surface node setup.
Replace Spot node can also be used in Surface node editor, replacing local or world
coordinates or normal.
In 2018 version, ObjectUV u & v can be replaced by input.
With a Ray Direction input, the node uses coordinates of an underlying object
for replacing Spot Infos. All nodes below work directly with Image Filter node editor (full stored buffer)
or in a second instance of Pixel Filter node editor.
other buffers than Color & Alpha need to be enabled in the node editor panel. Push Node -Push Node for moving rendered image. Scale Node -Scale Node for scaling rendered image. Rotate Node -Rotate Node for rotating rendered image. Deformer Node -Deformer Node for displacing pixels of the rendered image. Buffer Mixer Node -Buffer Mixer Node, it does the same thing than Color Mixer Tool Node,
but with (square) screen Preview. -When using Buffer Mixer in Image Filter Editor with Render Buffer Node input,
it must be connected to the rootNode first to acquire image buffer,
then it can be disconnected and still be used as a single previewer (FG input). Divide Node -Divide node for safe Color division, for replacing LW Math Vector Divide node,
avoiding issues while dividing a color pixel by a black pixel (zero).
It can be used for Color Buffers with empty Background. Back Lit Node -Back Lit is a diffusion translucency shader for back geometry.
This node accumulates lighting and radiosity if the hidden geometry is nearest
than a given "Max Distance", output is a simplified diffusion possibly mapped Color
or an unmapped scalar Lit.
-"True Back Normal" option estimates the normal of the back polygon for a better
Lambert diffusion and for texture nodal input evaluation.
-Disable "Camera Ray Only" option to get this effect in reflection and transparenvy,
however the quality of diffusion shading is not guaranted.
-Lights can be filtered with the prefix of their name. Depth To Pos Node -Depth To Pos node converts the input Depth in world position. -Enable the Depth Buffer in the node editor and get the value for Depth input from
the Render Buffer node. Histogram Node -Inserted in a nodal Image Filter connection, this node displays the distribution of the
input image on a graph, in the exposed range value, but it shows also a part of under
and overexposed image distribution. -"Low Luminance" and "High Luminance" node outputs can be used for adjusting exposure. -"Mean Lum" and "Std. Dev" for Mean Luminance and Standard Deviation outputs.
-Select the Channel mode,
"RGB" three superposed color channels,
"Blended RGB" three blended color channels,
"Luminance" averaged luminance. Limit Node -Three ways to limit overexposed values in an image,
"Preserve Luminosity", in conjunction with a "WorkSpace - White Point",
"Clamp Per Channel". Denoiser Node -Denoiser node is a bilateral blur for removing noise, leaving untouched
the edges in the image. -The optional Reference Color and Alpha is used for edge detection only,
so a Depth Buffer and a Normal Color (Extra) Buffer can be input to avoid
confusion between undesired noise and current model details and edges.
Without input, the Color and/or Alpha input are used as self-reference.-"Sigma" is the edge detection level, smaller value is best for midtone,
-"Blur" is the level of blur.
Both parameters are evaluated per image, not per pixel.
Exposure Node -An Exposure node for applying constant exposure correction on a over-exposed
image, the highest luminance (max luminance input after rendering) is the reference
to know for adjusting "(inv) exponential exposure". Linear Tone Map Node -Applies a linear factor to the input color image based on the exposure,
the F-Stop and the ISO Speed of a film/sensor. -Check the "Exposed Render" option with a classic Lightwave color render input
(uncheck it with higher irradiance of an unexposed daylight). -"Sensitivity", panel or nodal parameter, the ISO speed of the film/sensor. -"Use Camera Shutter", "Exposure" panel or nodal parameter, duration of the
exposure in seconds. -"Use Camera F-Stop", "F-Stop" panel or nodal parameter. -"Film Gamma" the gamma of the film or sensor space. Tone Map Node -A Tone Map node, based on Erik Reinhard's algorithm,
doing tone map correction of any HDR color input in preprocess or postprocess mode,
for previewing a larger image use Viper or IFNE Viewer (2018). -White Point:
This option should be set to a very large number (1e20 is default)
for high dynamic range images, and should only be set to a small value if the input
is already low dynamic range.
All input luminances larger than this value are mapped to white. -Average Luminance:
The log "Average Luminance" of the input is mapped to this value (Default value 0.18).
If this produces an image that is too dark, try doubling this value.
If the image is too light, try halving this value. -Use Scales:
By default it uses a fast and efficient global mapping.
"Use Scales" invokes the multi-level scale selection mechanism.
For some high dynamic range images, this produces better contrast. -Sharpening:
Default value 1, means no sharpening.
Median Node -A Median node, based on the classic median grey filter,
it is optimized here to process color image, for reducing, removing fireflies, hard pixel artefacts, hot pixels,
but less efficient with fuzzy or blurry spots. -Threshold:
Default value set 0.5, but 0.2 is good for despeckle. -Neighbor:
Default value 0.5, the minimum of neighbored pixels reaching the above threshold. Color Space Node -A Color Space node, based on the Lightwave Color Space system. -Has a Color and Scalar input/output for transformation from a color space to another.
it is possible also to load a lut table file, it is saved with DP Filter node editor,
independently from other usage in Layout. -(2018+)it can also be used for VPR render with Pixel Filter node editor
and a "VPR Only" option for not applying the filter for F9/F10 render. 1D/3D Lut Node -An 1D/2D Lut node, built with the advices and help of Gerardo Estrada, most Lut ascii formats are available,
like Cube (1D or 3D), 3dl, Cinespace (including 3D with 1D prelut), Pandora, Truelight, etc.. "Invert Data", "Invert Table", checking both options may repair order error in 3D Lut or force warmer/colder tones.
"Direction Forward" for normal 1D Lut usage, "Backward" for reversing 1D Lut.
"Clipped" is the default behavior for Lut, clamping color input in 0-1 ranged values,
"Extrapolated" is a linear extrapolation for highlight upper-bounded input values,
based on an idea from Gerardo.
Fast Tone Map Node -A Fast Tone Map node. -Various types,"Clip","linear","Filmic","Reinhard","Reinhard2","Hable","Mobius", "ACES Filmic",
"Unreal","Uchimura","Lottes","HaarmPeterDuiker Filmic""Hejl2015","ACES-Fitted", "Inverse-Reinhard". -Three Modes "Luminance", "Brightest" or "Per Channel" for 'filmic' types, except "ACES-Fitted" matrix based
which is apply directly to color and
"Inverse-Reinhard" working only if both "Reinhard" & "Inverse-Reinhard" are set to "Per Channel". -Pre "Exposure", "High Luminance" (aka white Point) for some of them, "Cutoff" for "Filmic",
"Transition" for linear part of "Mobius". -"Hue","Saturation","Brightness", "Contraste" and "Gamma" as final correction parameters. Border Filler Node -The Border Filler node Fills UV map holes with a border colored by neighbored pixels.
-Connect a Render Buffer node or an Image node Color input and an Alpha input.
-"Border" is a simple power parameter (not a distance in pixel),
-"Gradient" may help for large values.
-The node works directly on a rendered image with Surface Baking Camera,
also as preprocess for an image but with an alpha image using an Image node.
-Without alpha input, as postprocess, it can use pure black pixels as alpha,Blur Node -Blur Node for blurring rendered image, adjust pixel size and amount
until map itself doesn't contain black pixels.
without alpha input, Adaptive Sampling may cause artefacts, solved with Brute AntiAliasing
for each horizontal and vertical blur.
Fast Blur Node -Fast Blur Node for blurring rendered image.
Parameter input is evaluated 'per frame'
(for 'per pixel' evaluation of parameter input use the above Blur node). -Fast Blur can be used as Pre-Process in Image Node Editor with Image Filter NE. -Reference: Fast anisotropic gauss filtering.
J. M. Geusebroek, A. W. M. Smeulders, and J. van de Weijer
Displace Node -Displace Node for Screen-Space pixel displacement along the object normal,
of the Color, Alpha and any optional Scalar channel input. Required inputs:
-The Depth Buffer directly from Render Buffer node.
-The Bump Alpha/Scalar Displacement of the nodal Bump surfacing from Get Extra Buffer node,
setup with the Store Extra Buffer node in the Surface node editor.
-The Smoothed Normal from Extra Buffer or the "Cam. TS Normal" Buffer from Render Buffer
(LW10+ only, normal in Camera/Screen-Space and not modified by bumping).
The Depth and "Cam. TS Normal" Buffer must be enabled in the Image Filter node editor.
-The Distance panel and nodal input is the maximum displacement with 100% bump. -There are known issues with this effect, like jaggy edges, faked offscreen displacement. SS Blur Node -SS Blur Node for simulating Three Layers Screen-Space Subsurface Scattering.
Parameter input evaluated 'per frame'. -For post-processing in the Image Node Editor with Diffuse Color Buffer as Color input,
Alpha Buffer or composite Mask as Alpha input and Depth as RefScalar input.
-"SubScattering Strength" for adjusting the overall strength of the SSS effect.
-"Max Depth Difference" for limiting artefacts caused by depth discontinuities,
such as halo in dark areas of skin.
-"Correction" for modulating how subsurface scattering varies with the depth gradient.
-A Skin and a Marble preset tables with "Variances" (blur width) and "Color Weight" applied
for each successive layer. -Reference: Screen-Space Subsurface scattering.
Jorge Jimenez and Diego Gutierrez
(Human scanned head in preview by Ten24) Bloom Node -Bloom Node for simulating optical effects around overexposed regions of a colored image
and its alpha channel. List of Effects:
-"Bloom", it can be enlarged with the "Size" and get "Color Modulation".
-"Stars", 2 kind of cross or one double cross, can be enlarged with more "Passes" and "Boosted".
-Variable number of "Streaks", possible "Angle Offset", "Passes", "Color Modulated", "Boosted",
streaks can get dramatic inner reflections with a "Feedback" factor.
-"Reflections" through lens, more visible with decentered sources.
-Different "Quality" modes, from "low", fast but less defined, to "very high".
-The "Low Threshold" is the minimal luminance value for applying the effect.
-The "High Threshold" is the maximal luminance value for applying the effect. It can be used
for separating/compositing effects of low and high luminance (note that the luminance used for
both threshold is pre-filtered, slightly and differently lowered for each color channel).
-"Multiply or Additive Texture Blending" for Texture inputs, applied before or after the effect.
-"Strength" the amount of the effect, which is "Mixed" with the Color or directly output.
-The "Mix" or "Effect" can be limited to a maximal luminance with "Clamp Output" option. Filter Node -Filter node includes 23 filter presets:
Soft, Blur, Sharpen1, Sharpen2, Sharpen3, Emboss, Laplace, Shadow,-All filters apply a 3 x 3 convolution to the input image.
Diagonal, Horizontal, Vertical, Woodcut, North, East, South, West,
Northeast, Northwest, Southeast, Southwest,
Sobel, Prewitt, Kirsh.
Sobel","Prewitt" and "Kirsh" add a second reverse convolution for edge
detection. -Filter can be applied to the input color or scalar for an black&white,
Color or Grey ouput. -"Threshold" affects all output types, set a zero value for full filtering effect,
-"Amount" will mix the effect with color or grey input.
-if "Border Edge" option in Filter node checked, outside pixels are ignored but
border of the image could appear "edged", if it is unchecked the image is mirrored
for outside pixels to avoid sharpened border. Vector Blur Node -Vector Blur simulates 2D motion blur with the LW Motion X & Y Buffers,
the Motion X and Motion Y Buffer inputs from the Render Buffer node are required,
must also be properly activated in the Image Filter node editor.
-Motion Blur can be applied to Color, Alpha and a third Scalar input. -"Blur Length" is a percentage of the curent LW motion blur. -With "Center" option the blur is shifted, to get a symmetrical effect arround
the moving object. -With "Blend" (and "Center") other parts of the image like background or foreground objects
are also blurred and blended with the main effect for a smoother result.
The Depth Buffer can be connected and used for detecting and filtering static, absolutly
not moving foreground objects, however this mask is aliased, so image must be resized. -There are of course a lot of situations where Vector Blur produces known artefacts,
like missing part of blur for object cut by image borders, or abnormaly displaced background. DOF Node -DOF Node for simulating Depth Of Field effect on the rendered image.
-A Color and an optionnal Alpha/Scalar must be input as base image in the node
and a Depth Buffer input from Render Buffer node is also imperatively needed
to compute the DOF effect. -Adjust "Diaphragm Sides" and "Diaphragm Rotation" to get 'Bokeh' effect on the
out of focus of image, zero side means disk shape. -Geometric Diaphragm can be replaced by a custom image shape, even colored,
but slower to render. -With "Aspect Ratio", DOF effect can be anamorphic. -Except the Camera focale and Image size, the main Depth Of Field significant
parameters are the "Lens F-Stop" and the "Focale (Focus) Distance".
"Use Camera Lens" allows to get this parameters from the current Camera settings.
"Focus Reference" is for selecting a (Null) Object, this is more paractical for animating
the Focus point. -DOF node has different "Quality" modes, from "low" with probably some artefacts
to "very high" also very slow. -In case of infocus edge over outfocus heavy blurred background, an optionnal
"Back Leaking Filter" can be applied for smoothing the effect but it is slow.
-"Blur Size" is a multiplier of the resulted DOF effect. -With "Foreground Blur" and "Background Blur", back and front outfocus regions
can be adjusted separatly . -Note that for in a realistic DOF effect, Luminosity or Specularity should be overexposed
in the input image, use the Scalar Buffers from the Render Buffer node as mask with
a multiplier for overexposing the appropriate region of the original image. Dispersion Node -Dispersion node for simulating Chromatic Abberations, the aspect of input image
is also proportionay resized. -Alpha channel can also be alterated to match the transformed color channels. Vignetting Node -A simple node for simulating vignetting, close to Real Camera "Irradiance falloff",
but added as a postprocess effect. -The "Aspect Ratio" of the vignetting effect can be modified. -"Saturate" option add contrast to the vignetted part of the image. Camera Response Node -The Camera Response is the function relating scene radiance to image brightness.
DoRF is a Database Collection of real-world Camera Response Functions.
CAVE "Radiometric Camera Calibration".
-Reference: Michael D. Grossberg and Shree K. Nayar
www.cs.columbia.edu/CAVE -Select an individual CRF file from the DoRF database, can be a single channel monochrome
or three channel RGB color, a negative film, reversible film or CCD sensor
(see in the Download section). -"Estimate Film Gamma", estimation done by comparing the input and output crf curves,
then the corrective gamma is applied to the output crf curve and displayed. -"Film Gamma" user defined film gamma, can be derived from the above estimation. -"Invert" for simulating special film processes, inverts the Camera Response Function. Grain Node -A Grain/Noise generator for the Image Filter node editor.
Color and Scalar nodal output the original image blended with grain,
Grain Color and Grain Scalar output grain only.
"Gaussian" most used for film grain,
"Poisson" a fast version,
"Impulse" (Salt and Pepper"),
"Gamma" a fast version.
Note that there are many different implementations of these noise generators
in various programs, which may give different results. -"Blur" for blurring grain.
-"Saturation" for desaturating grain, 0% means monochrome.
-"Grain" panel or nodal parameter, controls the amount of grain for the Color output. -"MidTones Mask" applied only to the blended Color or Scalar output, film grain
is commonly subtle in dark/shadowed and highlighted areas. "Blend" modes:
or "Additive + ColorDodge", best choice for preserving the luminosity of
the original image. AntiAliasing Node -Based on "Enhanced Subpixel Morphological Antialiasing", simple SMAA 1x.
Authors: Jorge Jimenez, Jose I. Echevarria, Tiago Sousa and Diego Gutierrez,
and the areatex implementation from IRIE Shinsuke. "Edge Detection Mode":
"Value","Luma","Color","Luma + Value","Color + Value", working with nodal input,
Value input and mode for detecting edges of objects (currently Depth or ObjectID Buffer),
Color input and Luma and Color modes are detecting every kind of visible edges in the image,
Value can be associated with Luma/Color for a correct antialiasing of both Color and Alpha input. "Threshold" and "Value Threshold":
specifies the threshold or sensitivity to edges for Luma/Color and Value modes,
lowering this value you will be able to detect more edges.
"Value Threshold" should be adapted to the range of values of a specific Value input. "Local Contrast":
If there is an neighbor edge that has "Local Contrast" times bigger contrast than current edge,
current edge will be discarded.
This allows to eliminate spurious crossing edges, and is based on the fact that,
if there is too much contrast in a direction, that will hide perceptually contrast in the other neighbors. "Corner Detection" and "Corner Rounding":
enables corner processing and specifies how much sharp corners will be rounded. Color Transfer Node -Based on the"Color Transfer Between Images" paper
by Erik Reinhard, Michael Ashikhmin, Bruce Gooch and Peter Shirley. -Using a simple statistical analysis to impose one image’s color target input characteristics
on another color source. -Works with a "Target Image" picked in the panel or a nodal "Color Target" input, -Select "Lab(LMS)" or"CIELAB" as Color Model for processing.
-Note that a panel image is always evaluated at its exact size and ratio, while an input nodal image
is always resized to match the render output, ratio corrected or not by the user,
so this may affect the color transfer.
Node Pixel Filter-Node Editor for Pixel Filter, works with Render and Extra Buffer Node,
(note: this node editor is reduced to its minimal state in DPFilter 2018)
but in one instance, buffers can't be transformed with nodes like in Image Filter, since
it doesn't store the whole image buffer. -Pixel Filter node editor has a huge difference with Image Filter node editor,
it can only store Buffer image entirely at the end of the evaluation of its first instance,
but filter nodes like Deformer, Blur etc, need to evaluate neighbored pixel in the image,
this is possible in a second instance of Pixel Filter NE.
Simply add a first Pixel Filter NE without opening it, then add a second Pixel Filter NE
for building your node tree, checking buffers in the root panel of one node editor
is sufficient. Viper can be used for previewing and adding presets (or IFNE Viewer in DPFilter 2018).
-"Alpha Mode" option in root panel is a choice between:
"Replace Buffer" overwrite current LW alpha buffer with alpha input,
"Mix with Buffer" will mix alpha input with current LW alpha buffer (max value)
and color input is mixed with Color Buffer like in LW Textured Filter. -Pixel Filter NE can antialias procedural input, with Perspective, Real Lens or Advanced Cameras,
with the Multithreading option in the root panel of Pixel Filter.
Note that these options are not fully compatible with the color Backdrop Buffer,
and the node editor preview doesn' work. -"Global 3D Shading" evaluation in Pixel Filter node editor (9.5+ only).With "Raytracing/Global 3D Shad." disabled (Default) in main panel,
PFNE works like older versions, procedurals are evaluated in 2D like LW Texture Filter. With "Raytracing/Global 3D Shad." enabled, almost all procedurals, shaders
and Spot Info node values are evaluated in 3D for all surfaced
objects in the field of view,
working with Classic and Advanced Cameras (including Real Lens).
Check "MultiThread/Persp. AA" to get Pixel Filter AntiAliasing with Advanced Cameras.
Global 3D Shading can't be previewed in the node editor or Viper, but can be mixed
with Render Buffer output. -Global Shading can be connected in 24 Global Buffers, Color or Alpha(Scalar),
these buffers are temporary but can be saved with the Get Global buffer node.
Add this node in the Pixel Filter node editor without connection, then select buffer,
format and output filename in its panel.
Or add it in the Image Filter node editor for adding/blending effect like blur to the
Get Global Buffer ouputs. -The Global Buffers are only accessible in Pixel Filter NE with one or both
of the "Persp.AA" and "3D Global shading" (9.6+). Known issues:
-Photoreal DepthOfField and Motion blur samples of Advanced Camera don't match exactly
LW samples. -Adaptive Sampling (e.g Persp.AA) is only correct for PFNE Root Color and Alpha inputs,
for redirected noisy shading like Ambient Occlusion in Diffuse Buffer, use more samples
in Shader node or high AA level in Advanced Camera panel.
-"Multithread/Persp. AA" with Multicore could crash with a few 3rd party Shaders,
a possible fix, in "Render Settings" set the MultiThreading option to "One Thread".
-In a second instance of Pixel Filter node editor, reconnecting to the same Global Buffer,
may give unexpected results (always half-mixed). -Legacy Subsurface Scattering with Perspective Camera and "Multithreading" don't work.
-LW Shader needing preprocess such as SSS and SS2 don't work. -A few 3rd party Shaders or specific settings like 'Blur' in LW Reflection node crash Layout
as soon as they are connected to the Root node,
rendering (even partially) the current frame, before doing anything in the node editor
allows safe connection with LW shaders (e.g Reflection node + blur).
In this case add the Safe Mask node to filter/protect connection to the root.
Safe Mask Node -Safe Mask node (9.5+) is an utility for Global 3d Shading in the Pixel Filter node editor. -It disables node root preview for all previous connections to prevent issues/crashes in connection
(e.g. 3rd party AO nodes or LW Reflection Blur). -It disables also Pixel Filter render process (node evaluation) on background, to prevent other kind of issues.
Since DP Filter Global 3d Shading has different Perspective DOF and PRMB sampling than LW render,
there are two available mask modes, LW Alpha Buffer or Global Shading Alpha.
Surface ID Node -Surface ID output (9.5+) for Global 3D Shading in the Pixel Filter node editor. -This is a pseudo ID number, rather the position of 'unique' surface id in the scene surface list,
so removing or adding a surface will change the output value. Mask Objects Node -Select within a List Box the Objects to include from scene, others are masked,
a Color buffer can be input and output with this mask through the node. -9.6 version of Pixel Filter node editor needs Global 3D Shading and/or an objectID
input if available, 10+ version works without input in all modes. Mask Surfaces Node -Select within a List Box the Surfaces per object to include from scene, others are
masked, a Color buffer can be input and output with this mask through the node. -9.6 version of Pixel Filter node editor needs Global 3D Shading and/or a surfaceID
node as input, 10+ version works without input in all modes.
GetCustomBuffer Node -First You need to create a LW Custom Buffer,
must be named with the "DPF_" prefix (not custom name),
validate it by checking "Render",
then it is added in the root node of the Surface Node Editor,
one thing to know is that you need to connect something to this Buffer input in the Surface Node Editor
and save both object and scene for keeping this Buffer available when reloading the scene. -Open the Image Filter Node Editor, add the GetCustomBuffer node (Buffers tab),
you should see the color output of the "DPF_..." buffer,
use as you want in your nodal setup. -If you add a new DPF_Custom buffer, it is added to the node
if you uncheck the "Render" option in the Buffer tab or even remove it,
the buffer is still there in the node but empty, you may revalidate it with the same option. -There's no command or internal function for cleaning the node or removing output buffer,
you need to remove it and restart with a new one (or save the scene and reload). GetLightBuffer Node Light Group must be created in Buffer tab, or in Light Properties panel,
this group is valid, if at least one Light belongs to this group.
like for Custom Buffer, Buffers of a Light Group are valid,
if "Render" option is checked in Buffer tab. Open the Image Filter Node Editor, add a GetLightBuffer node (Buffers tab),
Open its panel and select a Light Group in the list.
Download DP Filter Thanks to Gerardo Estrada for testing this tools.Version of DP Filter for Lightwave 2018. -DP Filter is a Lightwave 2018 node Pack with an Image Filter node
Gerardo wrote an amazing article about Multipass Rendering in the issue 30 of the HDRI 3D magazine, also available on the Lightwiki Tutorial pages.
win32 and Win64 versions of Filter node editors, dedicated nodes and Extra Buffer nodes
are included in one module, called DP Filter available for Lightwave 9.0, 9.5, 9.6, 10, 11.
Changes in this module could fail with a previous installation, so please remove and re-add DP Filter after each update. Older versions of DP Filter for Lightwave 9.0 (no more updated).Older versions of DP Filter for Lightwave 9.5 (no more updated).
Download (Win32) DP_Filter_9_x32.zip
Download (Win64) DP_Filter_9_x64.zip
Versions of DP Filter for Lightwave 9.6.
Download (Win32) DP_Filter_95_x32.zip
Download (Win64) DP_Filter_95_x64.zip
Versions of DP Filter for Lightwave 10.
Download (Win32) DP_Filter_96_x32.zip
Download (Win64) DP_Filter_96_x64.zip
Download (Mac UB 32 and 64-bit) DP_Filter_96_UB.zip
Versions of DP Filter for Lightwave 11.
Download (Win32) DP_Filter_10_x32.zip
Download (Win64) DP_Filter_10_x64.zip
Download (Mac UB 32 and 64-bit) DP_Filter_10_UB.zip
Versions of DP Filter for Lightwave 2015. temporary fix (for 2015.1) respect overscan camera for DOF and Bloom nodes,
Download (Win32) DP_Filter_11_x32.zip
Download (Win64) DP_Filter_11_x64.zip
Download (Mac UB 32 and 64-bit) DP_Filter_11_UB.zip
new Edge/CS Buffers.
New Median and AntiAliasing nodes.
Open Image Denoise node for DP Filter 2015,
Download (Win32) DP_Filter_2015_x32.zip
Download (Win64) DP_Filter_2015_x64.zip
Download (Mac UB 32 and 64-bit) DP_Filter_2015_UB.zip
for installing, please read all the instructions included in the readme file.Open Image Denoise version for DP Filter 2015
Download (Win64) OpenImageDenoise_x64.zip
editor and a limited Pixel Filter node editor, a collection of additional
nodes to use with these editors, Render Buffer and composition nodes,
optimized tools for Image Filter. New Get Custom Buffer node to get native LW Custom Buffers and replace
the Get Extra Buffer node (see readme file).
New "IFNE Viewer" for replacing VIPER.
New Median and AntiAliasing nodes.
New Get Light Buffer node (see readme file).
New Write Bounced Buffer and Get Bounced Buffer node.
New 1D/3D Lut,Color Transfer and Fast Tone Map nodes.
Download (Win64) DP_Filter_2018_x64.zip
Download (Mac UB 64-bit) DP_Filter_2018_UB.zip
Global_Bounced_Buffer Python Script for LW2018+
Batch settings of Write Bounced Buffer node for all surfaces.
Download version 1.1 Global_Bounced_Buffer.zip
Open Image Denoise node for DP Filter 2018-2019,
Download Camera Response Functions files (crf) CameraResponseFunctions.zip
implementing Open Image High-Performance Denoising Library for Ray Tracing (Intel® page).
for installing, please read all the instructions included in the readme file.
Download (Win64) OpenImageDenoise_2018_x64.zipDownload (Mac UB) OpenImageDenoise_2018_UB_UB.zip
For OIND prior to version 1.3 (Mac UB)
These plugins are freeware but donations are appreciated, thanks.