Re: Arnold shaders, interactive oppacity on Alpha?

2016-06-05 Thread Pierre Schiller
I don´t understand something: If I use the PREVIEW button on Render
>Render>Preview, I save the picture as .png and IT COMES with an alpha
ready channel.

But if I render a series of images as .png the background comes with NO
ALPHA.

Ok, I´m very confused now. Why can´t I get an alpha straight out from a
sequence .png?

Thanks.


On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> So, to get my "transparent bk" I should set a gigantic grid on the entire
> background with the color I desire?
> Wait, then, how doable is it to work with alpha with arnold directly from
> render?
> I´m figuring I can pull out a key (by doing another "solid" constant white
> shader, assign it to a pass with all the objects
> and rendering on MR, but that is not a solution since arnold as such
> should handle transparency all from a single render.
>
> The objective is to have a set of furniture rendered WITH an alpha
> channel. How can I accomplish that?
> Help please.
>
> Thanks.
>
>
> On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:
>
>> And with an environment shader, you can even use a ray switch to choose
>> different colors for refraction and transparency.
>> (you might need to turn on the sprite mode transparency in my shaders)
>>
>> Holger Schönberger
>> technical director
>> The day has 24 hours, if that does not suffice, I will take the night
>>
>>
>> --
>> *From:* Schoenberger [mailto:x...@digidragon.de]
>> *Sent:* Tuesday, May 31, 2016 11:46 AM
>> *To:* 'softimage@listproc.autodesk.com'
>> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>>
>>
>> >No alpha on arnold. What?!
>> No option in the shader to choose color+alpha if the refraction depth
>> hits the limit or if the ray leaves the scene.
>> In SI+ MRay, you can set an environment shader per object or pass to set
>> the color+alpha, which is by default 0/0/0/0.
>>
>>
>> Holger Schönberger
>> technical director
>> The day has 24 hours, if that does not suffice, I will take the night
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>



-- 
Portfolio 2013 
Cinema & TV production
Video Reel 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Arnold shaders, interactive oppacity on Alpha?

2016-06-05 Thread Pierre Schiller
So, to get my "transparent bk" I should set a gigantic grid on the entire
background with the color I desire?
Wait, then, how doable is it to work with alpha with arnold directly from
render?
I´m figuring I can pull out a key (by doing another "solid" constant white
shader, assign it to a pass with all the objects
and rendering on MR, but that is not a solution since arnold as such should
handle transparency all from a single render.

The objective is to have a set of furniture rendered WITH an alpha channel.
How can I accomplish that?
Help please.

Thanks.


On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:

> And with an environment shader, you can even use a ray switch to choose
> different colors for refraction and transparency.
> (you might need to turn on the sprite mode transparency in my shaders)
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> --
> *From:* Schoenberger [mailto:x...@digidragon.de]
> *Sent:* Tuesday, May 31, 2016 11:46 AM
> *To:* 'softimage@listproc.autodesk.com'
> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>
>
> >No alpha on arnold. What?!
> No option in the shader to choose color+alpha if the refraction depth hits
> the limit or if the ray leaves the scene.
> In SI+ MRay, you can set an environment shader per object or pass to set
> the color+alpha, which is by default 0/0/0/0.
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Portfolio 2013 
Cinema & TV production
Video Reel 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Color from particles to Legolizer?

2016-06-05 Thread Ed Manning
Hey Morten --

You might also look into Eric Mootz's emTools; pretty sure you can use some
of them to get exactly what you want, possibly without the Legolizer itself
(if there are compatibility issues).

I'm pretty sure I did what you're trying to do a few years ago for a spec
piece, but I have no recollection whatsoever of how I did it!  :-)  At
least you can be confident that it must be possible and not too difficult
if I managed it.



On Thu, Jun 2, 2016 at 11:00 AM, Morten Bartholdy 
wrote:

> Hi Ed,
>
> Great compund :)
> I will try those and see what I get.
>
> //Morten
>
>
>
> > Den 2. juni 2016 klokken 12:38 skrev Ed Schiffer :
> >
> >
> > Hi Morten
> >
> > thanks for using my compound :)
> > as a guess, I'd go with Get Closest Locations and Switch Context nodes,
> but
> > I always get confused with context as well.
> >
> > wish you luck.
> > cheers
> >
> > On Wed, 1 Jun 2016 at 15:27 Morten Bartholdy 
> wrote:
> >
> > > Hmm, I forgot to actually ask if someone has an idea regarding how to
> grab
> > > these colors or more specifically how to hook them into the legolizer
> > > compounds.
> > >
> > > //MB
> > >
> > >
> > >
> > > > Den 1. juni 2016 klokken 15:08 skrev Morten Bartholdy <
> > > x...@colorshopvfx.dk>:
> > > >
> > > >
> > > > I am playing with Ed Shiffers and Giuliu Toninis fine Legolizer
> > > compounds and ran into a snag. I would like to get colors for my
> Legolizer
> > > Lego bricks either from a particle pointcloud or from voxels from a
> fluid
> > > simulation so I can make nice Lego explosions with it. I have yet to
> figure
> > > out how to do this as I run into context mismatch issues.
> > > >
> > > > Thanks!
> > > >
> > > > //Morten
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.