Re: Constant Pass - How to?

Date : Mon, 4 Feb 2008 11:56:02 -0600
To : XSI(at)Softimage.COM
From : "Gene Crucean" <emailgeneonthelist(at)gmail.com>
Subject : Re: Constant Pass - How to?
Agreed!



On Mon, Feb 4, 2008 at 11:21 AM, takita <takita(at)earthlink.net> wrote:
It would be great if out of the box there were a diffuse albedo framebuffer.

-T

Alan Jones wrote:
> Oh - if you're not after a separate pass then use the framebuffer nodes to store
> an albedo framebuffer.
>
> Cheers,
>
> Alan.
>
> On Feb 4, 2008 4:43 PM, Alan Jones <skyphyr(at)gmail.com> wrote:
>
>> ahhh yeah - scene ambience to 0. I always forget to mention that. Anyone who
>> uses ambience is pure evil ;-)
>>
>> Cheers,
>>
>> Alan.
>>
>>
>> On Feb 4, 2008 3:36 PM, Matt Lowery <mattl(at)glassworks.co.uk> wrote:
>>
>>> Setting the scene ambience to 0 will help in Alan's set up. Also you can
>>> over ride the scene ambience by writing an _expression_ to the position of
>>> a null and overriding the position of the null on a pass by pass basis.
>>> It's a work around but it does work.
>>>
>>>
>>> Francois Lord wrote:
>>>
>>>> allright. This is officially wicked!
>>>>
>>>> Alan Jones wrote:
>>>>
>>>>> Hi Patrick,
>>>>>
>>>>> Put all your lights in a hidden partition. Create a new directional
>>>>> light point it straight down in Y, switch off it's shadows. Set it to
>>>>> white and brightness of 1.
>>>>>
>>>>> Override the bump input of all your objects materials and set it to
>>>>> 0,1, 0 (X, Y, Z) - you may need to open the override in a render tree
>>>>> and connect a vector share to it.
>>>>>
>>>>> Cheers,
>>>>>
>>>>> Alan.
>>>>>
>>>>>
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