I agree that we should not blame Soft for someones workaround not
behaving how we want it to behave. But we can blame them for making
this workaround necessary in the first place. This pass should either
be a preset or a framebuffer option. Max has it, Maya has it, I think
even Lightwave has it. I'm sitting next to guys who are working in Maya
and they just click a preset, and it's done. This is in Mental Ray as
well.
It's just very frustrating.
peter boeykens wrote:
what the workaround does is override the surface normals
(bump in XSI = normals), make them all point along the y axis (for
instance) and then shine full white light coming from that direction. A
very usefull workaround but a workaround none the less, and its
perfectly normal that the incidence is affected by this, since it is
normal dependant.
Pretty much all illumination nodes will be affected by overriding the
normals in this way.
I'm not sure if you can feed geometry normals (see: vector state)
rather than surface normals to the incidence node. If so, that would do
the trick.
But IMO, you shouldnt rely on a workaround to do your shading. Its good
if you made a quick n dirty scene, and want a flat colour pass, but
you'd be better off approaching your shading with some forward thinking
- especially towards how you split into passes and channels.
More and more, I end up creating a switching mechanism into shaders, so
that I can set up the look I want for diffuse, specularity and other
passes, with a simple override. With the switch off, you get the
"beauty" - the result of your shader when affected by light. And with
the switch you can then select the different channels / looks.
BTW, usually I wouldnt want any Incidence in my diffuse/albedo pass -
rather have a seperate incidence pass.
And last but not least, you cant blame Softimage for the limitations of
a (very nifty) workaround by a user.
Make sure you understand its limitations - and use it accordingly.
...
----- Original Message ----- From: "Chris Harkins"
<charkocu(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, March 27, 2008 11:06 PM
Subject: Re: Diffuse Color/Albedo Only Render Pass (Very limited...)
This method worked until I discovered one
major flaw... Any material that has an incidence node will render out
as the node piped into the angle perpendicular to the camera. For
example, your simple incidence goes from red (inner) to blue (outer),
but only the blue(outer) renders and the red(inner) is completely
disregarded. This is incorrect as it is not the albedo color and its
totally throwing off my comp. Evidently, the vector share hijacks the
incidence node.
I'm really disappointed if its this hard to do something so very simple
and necessary. There are plenty of packages like *censored* and
*censored* that do it at the click of a button. Is there yet another
jerry-rig we can perform to counter the last one to make an albedo
pass? Or is this going to be one of those jobs where you spend unknown
hours making a custom scene file just for one otherwise easy pass? Any
insight and wisdom is greatly appreciated!
_C Harkins
Andi Farhall wrote:
Alan jones pointed out a handy technique
for this. You have a standard linear light pointing straight down, and
then you overide the bump input on all the materials/partitions with a
vector share to make all the normals point at the light.
Andi.
-----Original Message-----
*From:* owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM]*On Behalf Of *Jeff Greulich
*Sent:* 25 March 2008 17:16
*To:* XSI(at)Softimage.COM
*Subject:* Diffuse Color/Albedo Only Render Pass
Is there an easy way to make an Albedo only render pass or frame
buffer? I need to just kick out the color information.
Either it's an obtuse work around, or so easy I'm over thinking it.
Thanks.
--
*Jeff Greulich
*/Senior 3D Modeler/Texturer/
*Magnetic Dreams Animation Studio, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph* 615.885.6801 | *Fx* 615.889.4768 | www.magneticdreams.com
jeff(at)magneticdreams.com
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Jeff Greulich
Senior 3D
Modeler/Texturer
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Magnetic Dreams Animation Studio, Inc.
2525 Lebanon
Pike, Building C. Nashville, TN 37214
Ph 615.885.6801 | Fx 615.889.4768 |
www.magneticdreams.com
jeff(at)magneticdreams.com
Confidentiality Notice: This email, including
attachments, is confidential and should not be used by anyone who is
not the original intended recipient(s). If you have received this
e-mail in error please inform the sender and delete it from your
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accept liability for any statements made which are clearly the sender's
own and not expressly made on behalf of Magnetic Dreams, Inc or one of
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