thats fine when using homogeneous shaders
but as soon as you have a few phongs, a few hair shaders, some sprites,
etc etc etc.....
the number of permutations for all the custom overrides becomes obscene.
i may be misunderestimating, but i dont think its possible to do this
with one override?
_sam
Sam Cuttriss
Janimation 3D Aficionado
Thiago Costa wrote:
i would LOVE for there to be an option to
intervene instead of just
override,
ie instead of completely replacing the surface
if you could jkeep all shaders alpha properties and override their rgb.
you can put any part of your shader inside the override... and connect
whatever you want.
I usually work on sprite objects overriding the diffuse color of a
shader.. or the "input" in the sprite shader, instead of override the
entire surface or tree...
On 05/11/2007, Sam Cuttriss <sam(at)janimation.com
> wrote:
i would LOVE for there to be
an option to intervene instead of just
override,
ie instead of completely replacing the surface
if you could jkeep all shaders alpha properties and override their rgb.
_sam
Sam Cuttriss
Janimation 3D Aficionado
Patrick Nethercoat wrote:
give them constant white in the
sprite's colour, and put a black volume_fog shader on the pass.
Patrick
-----
Original Message -----
Sent:
Monday, November 05, 2007 4:30 PM
Subject:
Depthmap for alpha mapped leaves?
I am doing a jungle shot where
many of the plants have alpha sprite mapped leaves. Now I need a depth
map, and using etither BA Raylength or scalar state works almost fine
with sprites - only problem is a thin line of brighter pixels on the
aliased edges of the alpha - do you guys have any ideas on how I get
rid of those?
Morten Bartholdy
3D & VFX Artist