Re: Object Visibility per Camera

Date : Sun, 30 Mar 2008 22:03:48 -0800
To : XSI(at)Softimage.COM
From : "Thiago Costa" <thiagocosta3d(at)gmail.com>
Subject : Re: Object Visibility per Camera
I have a scene with some objects I want to render an ink shader on (for wireframe outlines), and some objects that I don't want the outline on.

If I get your question you should put a "toon host" shader on the objects you don't want ink, and activate the "bypass" option in the ink tab.
No inks will cast on this object.


On 30/03/2008, todd akita <takita(at)earthlink.net> wrote:
You can simply disable the lens shader for one pass if you don't mind
rendering it twice but still want to use one camera.

Or you can add a framebuffer called "toon_ink" that will automatically
contain only your ink lines and do it in one shot.  You may, however
need to add another custom framebuffer for your color (that script I
sent out yesterday is good for that).  If you do this though I've
noticed sometimes the antialiasing on the color pass underneath the
toonlines can get sorta funny though so it might not be a bad idea to
render it in 2 passes.


-T


Matthias Worch wrote:
> Can somebody post a quick pointer to the "correct" way of
> excluding/including specific objects when rendering through camera.
>
> I have a scene with some objects I want to render an ink shader on
> (for wireframe outlines), and some objects that I don't want the
> outline on. So I set up two cameras, one with a ink lense shader and
> one without. I have two passes, each using one of the cameras.
> So now I need each camera to see the appropriate objects. What's the
> best way to set that up?


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