RE: Buffer Channels with Transparency

Date : Mon, 6 Aug 2007 13:00:46 +0200
To : <XSI(at)Softimage.COM>
From : "Schoenberger" <XSI(at)digidragon.de>
Subject : RE: Buffer Channels with Transparency
 
Try to use the BA_color_switcher.
It supports transparencies and reflections for pass channels.
 
Otherwise, there is no workaround beside passes.
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
 


From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Votch
Sent: Sunday, August 05, 2007 10:19 PM
To: xsi(at)Softimage.COM
Subject: Buffer Channels with Transparency

I've ran into a problem using buffer channels with transparency.

The built in diffuse, reflection, specular, and ambient channels don't respect transparency at all. So I setup a custom rendertree and duplicated the base phong shader 4 times while disabling each shader compononent (diff, spec, ref) respecfully in order  to re-create an expender version of the original shader tree. In this rendertree I piped each separated component into a render_Channel and then each render_Channel into a mix_8. When rendering out the buffers for this rendertree transparent parts of the shader are not represented correctly. In the transparent sections the "Main Buffer" rays are sampled.

The only way I've found to to separate  these shader components successfully with transparent objects is to use passes. Then it works like a charm.

Does anybody know of a workaround or a way to make this work? Buffers are a lot easier to manage and are faster to render. But without sampling transparency correctly buffers are useless.

I've attached 3 images illustrating the 3 above scenarios and their corresponding scene files.

Votch Levi




Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available.
This site supposedly brought to you by Benjamin Grosser and the Imaging Technology Group.