Not sure if it's correct but should the last few lines(missing
Color2Vector) be as below? Correct me if i'm wrong
SIConnectShaderToCnxPoint "TransientObjectContainer.Fractal",
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Color2Vector.Bumpmap.input
", False
CreateProjection "sphere", siTxtSpatial, siTxtDefaultSpherical,
"Texture_Support", "Texture_Projection"
SetInstanceDataValue ,
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Color2Vector.Bumpmap.Fractal.tspace_id
", "Texture_Projection"
SetValue
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Color2Vector.Bumpmap.Fractal.max.x",
5
SetValue
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Color2Vector.Bumpmap.Fractal.max.y
", 5
SetValue
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Color2Vector.Bumpmap.Fractal.max.z",
5
Cheers,
Edmund
On 5/22/07, *Andy Jones* <andy(at)thefront.com
<mailto:andy(at)thefront.com>> wrote:
In the past I've sometimes done a pass that is basically just a dot
product of the bumped and un-bumped normals. This is of course an
over-simplification, but you can use this to obtain the self-occlusion
of the bump-map pattern assuming the surface patch is immediately
surrounded by a flat planar surface. Given the general inaccuracy of
bump-maps anyway, it should work for what you need. In theory, You
actually would need to remap the output color range from [-1,1] to
[0,1], as the vectors being perpendicular actually means 50%
occlusion,
not complete occlusion. But in practice, I've found that I'm usually
having to remap the range pretty severely to taste in the comp anyway.
The following script just creates a simple example scene that should
give you the basic idea.
- Andy
CreatePrim "Sphere", "MeshSurface"
ApplyShader , , , , siLetLocalMaterialsOverlap
CopyPaste , "Shaders\Texture\Bump\Bumpmap.Preset",
"TransientObjectContainer"
CopyPaste , "Shaders\Texture\State\Vector_state.Preset",
"TransientObjectContainer"
SetValue "TransientObjectContainer.Vector_state.mode", 3
CopyPaste , "Shaders\Texture\Math\Vector_math_scalar.Preset",
"TransientObjectContainer"
SIConnectShaderToCnxPoint "TransientObjectContainer.Bumpmap",
"TransientObjectContainer.Vector_math_scalar.vector_input1", False
SIConnectShaderToCnxPoint " TransientObjectContainer.Vector_state",
"TransientObjectContainer.Vector_math_scalar.vector_input2", False
SetValue "TransientObjectContainer.Vector_math_scalar.mode", 1
SIConnectShaderToCnxPoint "
TransientObjectContainer.Vector_math_scalar",
"Sources.Materials.DefaultLib.Material.surface", False
CopyPaste , "Shaders\Texture\Fractal.Preset",
"TransientObjectContainer"
SIConnectShaderToCnxPoint " TransientObjectContainer.Fractal",
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Bumpmap.input",
False
CreateProjection "sphere", siTxtSpatial, siTxtDefaultSpherical,
"Texture_Support", "Texture_Projection"
SetInstanceDataValue ,
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Bumpmap.Fractal.tspace_id",
"Texture_Projection"
SetValue
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Bumpmap.Fractal.max.x",
5
SetValue
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Bumpmap.Fractal.max.y
",
5
SetValue
"Sources.Materials.DefaultLib.Material.Scalar2color.Vector_math_scalar.Bumpmap.Fractal.max.z",
5
Peder Kallin wrote:
> Hey list!
>
> Do you guys have any tricks for making bumpmaps show in an AO
pass? I
> cant afford to render everything with displacement and thought
someone
> might have a solution for this? My scene now is quite heavy on the
> ambience lighting side so it doesnt matter what I do in my beauty
> pass, the bump doesnt show :(
>
> Sincerely
> Peder
>
>
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