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#26 2011-03-06 07:29:11

noizfactory
Member
From: Mumbai
Registered: 2007-12-10
Posts: 230

Re: can anybody crack this Pismo Light?

I can access the second image now (yes, must be some local issue at my end). Very nice render, goksimaster. About the comping bit, can't tell whats exactly wrong except for a minor artifact along the bottom edge in one of the snow mesh.

@mapofemergence: If you are using custom shaders then you could perhaps do what you want using message passing. It could perhaps also be hooked up for Hypershade shaders using sl code nodes for transparency. Or, you could set up a gummi bake pass which gets triggered as a pre-pass by your main renderpass  using a pre-frame mel.


--
Sachin Shrestha

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#27 2011-03-06 08:00:27

goksimaster
Member
From: Belgrade / Serbia
Registered: 2009-10-08
Posts: 365

Re: can anybody crack this Pismo Light?

I am calculating the effect in rsl code node  and adding it as ambient_color  to blinn. I'm not shure but this effect looks flat (which is expected) and it needs some lambertian shading that is what I meant for comping. Paolo's shader   also onlly calculate's the gumi effect's and return's only Cl so my question is how to integrate it with surface shader to get  the image he posted ?

Map of Emergence:
This will read a depth map for light named "gumi_light". Just add "_#" in light attributes to match the path below
<project>/3delight/<scene>/shadowMaps/depthmap_gumi_light_gumi_light_#.shw.
As for transparency you can create a second render pass only for shadow and override shaders and geo attributes.

Or you can use this  rsl code node  to override transparency for shadow pass . just set transmission to 1 to override it and set  transmission_color  color to be 1 for example. But with this aproach you have to calculate surface shaders for shadows

Code:

output color o_color

color camera_color
float specular
color specular_color
float diffuse
color diffuse_color
float photone
color photone_color
float subsurface
color subsurface_color
float transmission
color transmission_color

Code:

uniform string raytype = "unknown";    
rayinfo( "type", raytype );

o_color = camera_color ;


if (raytype == "specular")
{
    if( specular != 0)
        o_color = specular_color ;

}

if (raytype == "diffuse")
{
    if( diffuse != 0)
        o_color = diffuse_color ;

}

if (raytype == "light")
{
    if( photone != 0)
        o_color = photone_color ;

}

if (raytype == "subsurface")
{
    if( subsurface != 0)
        o_color = subsurface_color ;

}

if (raytype == "transmission")
{
    if( transmission != 0)
        o_color = transmission_color ;

}


uniform float is_shadow_map = 0; 
attribute("user:ShadowMapRendering", is_shadow_map);

if (is_shadow_map == 1)
{
    if( transmission != 0)
        o_color = transmission_color ;

}

Last edited by goksimaster (2011-03-06 08:03:24)


----the brain of the shader is fresnel , but the heart is the artist himself----          Goran Vinterhalter

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