Hi all,
anyone knows a workaround to get "Sprite or Textured Transparent"
objects to cast "correct" Ambient Occlusion?
Seems that MR cast the Ambient Occlusion taking only geometrie, so any
transparent part of an object also cast Occlusion...
Many thanks in advance... I'm looking for a way to get it but as we are
in a hurry I decided to askt in the list.
Ignasi.
PS. see attached image to get the a faster idea ...
Julian Johnson escribió:
Andy Nicholas wrote:
Hi Jules :-)
Don't know if you've seen this, but looking at the docs it does say:
"It is possible to access other output ports within the context of the
_Update function of a custom operator however, this is not
recommended and
the results cannot be guaranteed. Within the context of a custom
operator's _Update function you should only access the current
OutputPort
object available via as an argument to the function and any InputPort
object."
Hi Andy :-)
Thanks for replying. Amazingly, that's the bit of the docs that I was
using :-). Basically, in accordance with that section, I'm not trying
to access any other port other than the one currently passed into the
_Update function via the 'Out' variable and, within the context of the
_Update function, all I'm trying to do is 'access the current
OutputPort object available as an argument to the function' by
addressing some of it's properties!
Here's the SCOP as it appears in the SCOP editor:
Outposx, Out, cone.kine.global.posx
Outposx, Out, sphere.kine.global.posx
Inposy, In, null.kine.global.posy
In the Update function I have this single line:
Application.LogMessage(Out.Target2)
Julian
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