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I do agree that a simple solution/preset would be
great - but...
how well does it work in those other
softwares?
In my experience (mostly with rendermap and
ultimapper), almost every "advanced" mental ray shader produces unwanted results
when rendering channels - usually resulting in the beauty, no matter what
you're rendering.
Lots of people seem to swear by using a
combination of SSS, carpaint architectural material and whatnot - and all of
these play dirty when rendering channels.
Hair can be problematic too, as can be any form of
transparency.
This makes a channel switcher approach more
reliable.
----- Original Message -----
Sent: Friday, March 28, 2008 5:33
PM
Subject: Re: Diffuse Color/Albedo Only
Render Pass (Very limited...)
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 mailbox or any other storage mechanism.
Magnetic Dreams, Inc cannot 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 its agents.
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