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Hi Andy,
I've not looked closely enough at it yet. Because a sprite node doesn't create a new state it may not be a problem.
It might just change the intersection point, and recalculate the distance. I would assume this to be the behaviour given the mi_trace_continue is what it uses and that is supposed to pretend the current intersection never happened. Though it might not. At a glance it seemed ok, but if it does seem to be incorrect then I'll just code up something like you've suggested (or just rendertree it if I'm feeling lazy).
Cheers,
Alan.
On 3/21/06, Andy Jones <andy(at)thefront.com> wrote:
Does ray length work like you want with sprites? I've had problems in the past where the ray length as read by objects behind a transparent object are too "short" because they represent the distance from the
transparent object to this object. If that turns out to be a problem for you, you could read the intersection point and origin vectors and calculate the distance to the eye manually with a math vector-scalar
node set to distance.
-Andy
Dan Yargici wrote:
> Assuming you haven't used incandescence on anything, do exactly as you > have and hide all the lights in the scene. Voila! > > If you are using the scene ambience then you have to link the ambience
> to something you can override and turn that off too, as I'm sure you > know. > > DAN > > adrian wrote: > >> i have a scene with multiple textured objects, each object has it's
>> transparency driven by either a texture, or incidence >> i want a depth pass (not zpic, i need it aliased!) but the depth pass >> must use the transparency of the objects as they appear in rgb pass
>> >> normally i'd overide the diffuse/ambient of all the materials with a >> white color state or similar, then apply a black volume fog >> to the pass..... >> >> but, when i do this, and switch back to the rgb pass, the diffuse
>> connections on EVERY node in the rendertree are disconnected! >> thus destroying my rgb pass...... >> >> any top tips from you lovely people on how to achive the depth pass >> i'm looking for?
>> i would render an rgb pass with fog, but then the color difference in >> the textures of the objects would read as depth information >> >> bah! >> >> Adrian Wyer
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