Sam Cuttriss wrote:
while
we are on the subject of basic stuff that should just work.
well, in this moment I'm in front of maya and absolutely nothing of
these basic things work. I wish I could set up my passes in XSI. XSI is
so much more stable and user friendlier.
---------------------------------------
Vladimir Jankijevic
3D VFX Artist
Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich
+41 79 390 83 48 Mobile
+41 44 201 32 62 Tel
www.elefantstudios.ch
---------------------------------------
Sam Cuttriss wrote:
while
we are on the subject of basic stuff that should just work.
how are people making hold out passes these days?
im continually frustrated by mindless weird artifacts with almost every
approach i attempt, most notably: constant cards with alphas leave a
hole in the alpha wherever antialiasing takes place.
_sam
Jeff Greulich wrote:
I don't normally use the ambient port on my
materials, so when I crank the ambient up, I get the default gray.
Manny Papamanos wrote:
Are you sure the 'Turn off all lights, set
ambient to white' trick
doesn't work?
This would be my first guess too.
I tried it with some prims and also with incidence and it does work.
Make sure you are not using GI or FG...
Manny Papamanos
Softimage|XSI Graphics Support Specialist
www.3DMastermind.com
________________________________
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf
Of peter boeykens
Sent: Friday, March 28, 2008 1:47 PM
To: XSI(at)Softimage.COM
Subject: Re: Diffuse Color/Albedo Only Render Pass (Very limited...)
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 -----
From: Jeff Greulich <mailto:jeff(at)magneticdreams.com>
To: XSI(at)Softimage.COM
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> <mailto:charkocu(at)gmail.com> To:
<XSI(at)Softimage.COM> <mailto: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
*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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