You're probably right, however as long as the results
were the same across all the passes, everything worked
out fine in the comp, so that's why we went with it
rather than other options that, at the time, were much
more labor intensive (this was 3 years ago).
There was just way too many scenes and way to many
objects and mats to deal with.
E
--- Bernard Lebel <3dbernard(at)gmail.com> wrote:
> If you make some comparisons, you will sooner or
> later notice that
> using an ambience of 1 gives slightly different
> results than an actual
> constant shader (or no illumination shader at all).
> I believe it has
> something to do with the alpha color (sorry I can't
> be more rigorous
> than that atm, been away from XSI for over a week).
>
>
> Cheers
> Bernard
>
>
>
>
> On 8/22/06, Eric Lampi <ericlampi(at)yahoo.com> wrote:
> > Crank your Global Ambient up to 1,1,1.
> >
> > I used this in the past to get constant color and
> > texture passes without having to modify a whole
> mess
> > of materials.
> >
> > E
> >
> > --- Byron Nash <byronnash(at)gmail.com> wrote:
> >
> > > Is there a quick way to render a pass that uses
> the
> > > diffuse color and does
> > > not take into account any lighting or shadows?
> It
> > > seems like it should be
> > > the "Diffuse Pass Channel" but that still
> renders
> > > out some ambient shading.
> > > The look I want is if I took whatever is feeding
> > > into my diffuse input and
> > > plugged that into a constant shader.
> > >
> > > Thanks
> > > --
> > > Byron Nash
> > > www.armoredsquirrel.com
> > >
> >
> >
> > Freelance 3-D Animator, F/X Artist
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> >
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