Re: Render as constant pass, but keep the textures structure

Date : Mon, 02 Oct 2006 15:37:48 +0200
To : XSI(at)Softimage.COM
From : Patrick Vier <patrick(at)post-logic.com>
Subject : Re: Render as constant pass, but keep the textures structure
Thanks to Guillaume and Alan Jones....

Patrick :)

guillaume laforge a écrit :
-Add an override on the partition.
-This override will be on the bumpmap material input.
-Select this override and open a render tree.
-Plug a vector share node in the input (named something like "normal")
-Set the vector share to 0 1 0.
-Create a light.
-Set the intensity to 1 and rotate -90 in x. Turn off specular.
-Hide all other lights.
-Set the ambience to 0.

That all...

Warning : It is an Alan Jones copyright !

cheers


--
Guillaume Laforge
freelance TD | cg Artist
my blog ! http://vol2blog.blogspot.com/

On 10/2/06, Patrick Vier <patrick(at)post-logic.com> wrote:
Hi all,

Juste a simple question, but i think that the answer is not easy....

I've scene with some objects (phong and lambert...) with some textures (2D or 3D connected in the illuminated phong or lambert shader)
No relexion or refractions on the objects.
My goal is to generate a Pass like a constant shading, but i need keep the texture structures at the entries of the illumination shader.

If you have some ideas... there will be welcome.
Thanks,

Patrick Vier.
-- 

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**********************************
Patrick Vier - POST LOGIC        |
Web   : www.post-logic.com       |
------------                     |
Phone : 33 1 46 37 77 61         |
Mail  : patrick(at)post-logic.com   |
Msn   : kenjaman_xsi(at)hotmail.com |
**********************************
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