RE: Flat shaded pass with bumpmaps and reflections

Date : Tue, 19 Dec 2006 12:53:49 -0000
To : <XSI(at)Softimage.COM>
From : "Andi Farhall" <andi(at)clearpost.co.uk>
Subject : RE: Flat shaded pass with bumpmaps and reflections
probably not the right answer but you can overide the scene ambience per pass. Would this help?
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of Morten Bartholdy
Sent: Tuesday, December 19, 2006 12:53 PM
To: XSI(at)Softimage.COM
Subject: Flat shaded pass with bumpmaps and reflections

Hi all
 
 
When working with AO passes and flat shaded passes I usually create the flat shaded pass by overriding the bump info, feed a vector share into the override and use an Infinite light to illuminate the objects.
 
This works fine in most cases but when I have surfaces with bumpmaps and reflections it gets more complicated and I've had to split the flat render into more passes. I am looking for a way to get an object with all shaders including bump, reflection etc. but rendered as if illuminated only by white ambience. I don't want to create a separate scene with white ambience just for this type of pass, so which other ways are there to do this?
 
Any ideas much appreciated!
 
 
Morten Bartholdy
3D & VFX Artist

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