Hair with framebuffers (Was: Transparency and pass channels)

Date : Fri, 5 Jan 2007 01:35:25 +0100
To : <XSI(at)Softimage.COM>
From : "Schoenberger" <XSI(at)digidragon.de>
Subject : Hair with framebuffers (Was: Transparency and pass channels)
Hi Ben

Little update on the hair progress on our site. As I have said, we have the same problem with hair and framebuffers. I don't know if
you have got any working hair framebuffer, but I found an very easy way to get framebuffer support for hairs.

I have written a small shader for XSI 5.11 32bit, which just outputs the hair transparency.
If you plug this shader into the matte of the BA_color_switcher, then you have framebuffer support.
Ok, it does not split specular/diffuse/ambient of a hair shader, but as a workaround you can use multiple hair shaders for different
BA_color_switcher inputs.

Important Notes: Don't enable the sprite mode in BA_color_switcher. Disable all transparency stuff in your hair shader. The
BA_color_switcher shader takes the raydepth into account, you need to increase it.
http://www.BinaryAlchemy.de/download/BA_hair_trans.zip


Holger Schönberger 
technical director
The day has 24 hours, if that does not suffice, I will take the night 
 
  |> On 12/5/06, Ben Barker <ben.barker(at)gmail.com> wrote:
  |> > I am trying to modify a shader (specifically muhHair) to 
  |> spit out pass
  |> > channels for ambient, diffuse, and specular. I've got it 
  |> spitting out
  |> > the data correctly, but the data is wrong.  I'm pretty 
  |> sure this is my
  |> > fault but I can't find where the problem is.
  |> >
  |> > It works fine if transparency is disabled and I just 
  |> spit the pass
  |> > channel color straight into the frame buffer. Otherwise, I am
  |> > multiplying the current pass channel color by the 
  |> transparency color,
  |> > getting what is already in the frame buffer, adding my 
  |> color, then
  |> > setting the frame buffer again. Essentially trying to 
  |> accumulate the
  |> > color inside the frame buffer.
  |> >
  |> > My images are ending up totally blown out , like way to 
  |> much stuff is
  |> > being added, bad stuff. I tried the XSI hair shader and 
  |> the XSI Phong
  |> > shader, and these don't take transparency into account 
  |> at all when
  |> > returning pass channels, so I am wondering if there is a 
  |> known issue
  |> > about this. Transparency doesn't matter that much for a 
  |> Phong I guess
  |> > but for hair it has to be there, or else the pass channels are
  |> > worthless.
  |> >
  |> > Thoughts?
  |> >
  |> > --
  |> > Ben Barker
  |> > Character TD
  |> > CafeFX
  |> >
  |> 
  |> 
  |> -- 
  |> Ben Barker
  |> Character TD
  |> CafeFX
  |> ---
  |> Unsubscribe? Mail Majordomo(at)Softimage.COM with the 
  |> following text in body:
  |> unsubscribe xsi
  |> 


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