RE: baVolume fog pass with sprites

2015-03-19 Thread adrian wyer
Thanks Holger, job finished now but will keep this for future occurrences!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: 18 March 2015 21:25
To: softimage@listproc.autodesk.com
Subject: RE: baVolume fog pass with sprites

 

You can use the BA Color Switcher.

That sprite mode has a workaround for this issue with volumes or distance
shaders.

 

Afaik this is a mental Ray bug, not a bug in the SI sprite shader.

 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 


  _  


From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Friday, March 13, 2015 2:50 PM
To: softimage@listproc.autodesk.com
Subject: baVolume fog pass with sprites

hi guys, trying to render a non homogenous fog pass for a shot, that has
sprite shader cut outs of people on particle cards

 

getting a very odd render result where the people are lighter than the
surrounding fog!

 

anyone seen this and found a solution?

 

ideally don't want a solution that changes the RGB as the client has signed
it off!

 

thanks

 

a

 

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



RE: baVolume fog pass with sprites

2015-03-18 Thread Schoenberger
You can use the BA Color Switcher.
That sprite mode has a workaround for this issue with volumes or distance 
shaders.
 
Afaik this is a mental Ray bug, not a bug in the SI sprite shader.
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Friday, March 13, 2015 2:50 PM
To: softimage@listproc.autodesk.com
Subject: baVolume fog pass with sprites



hi guys, trying to render a non homogenous fog pass for a shot, that has sprite 
shader cut outs of people on particle cards

 

getting a very odd render result where the people are lighter than the 
surrounding fog!

 

anyone seen this and found a solution?

 

ideally don't want a solution that changes the RGB as the client has signed it 
off!

 

thanks

 

a

 

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com 
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com 
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: baVolume fog pass with sprites

2015-03-13 Thread peter_b
I think Rob is right on this one - replacing the sprite shader with a 
constant should work (crank up the raydepth!) and should not affect the look 
of the volume


the reason this happens is that the sprite shader is a bit of a hack: it 
resets the raycount when a ray enters it - so you get proper transparency 
for endless overlapping sprites without having to increase the raydepth - 
but it can create problems such as this one where volumes don’t work well 
with the sprite shader.



-Original Message- 
From: adrian wyer

Sent: Friday, March 13, 2015 4:54 PM
To: softimage@listproc.autodesk.com
Subject: RE: baVolume fog pass with sprites

sprite shader on rectangle particles, using original people alphas as
cutouts

works fine in beauty, but not as hold out with the volume

tried different volume shaders (basic fog and such) get the same incorrect
render... put it down to something the sprite shader is doing with
transparency rays

in then end i will live without the people in the volume pass, as the final
comp is degraded to look like a 1940 bw photo

a

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: 13 March 2015 15:22
To: softimage@listproc.autodesk.com
Subject: Re: baVolume fog pass with sprites

oof. which shaders you tried for the sprites?  constant shader, sprite
or card/opacity .?


1 of them should work. if you are using physical light or sky for
rendering you may have to crank up some values in the sprite shader to
10k
to get them to work as it should

On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com
wrote:

hi guys, trying to render a non homogenous fog pass for a shot, that has
sprite shader cut outs of people on particle cards



getting a very odd render result where the people are lighter than the
surrounding fog!



anyone seen this and found a solution?



ideally don't want a solution that changes the RGB as the client has

signed

it off!



thanks



a





Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com

www.fluid-pictures.com



Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71






Re: baVolume fog pass with sprites

2015-03-13 Thread Ed Manning
CardOpacity might work better -- instead of the reset raycount, it uses a
property called ray_continue or some such, which has fewer interactions
with other things.

On Fri, Mar 13, 2015 at 3:58 PM, pete...@skynet.be wrote:

 I think Rob is right on this one - replacing the sprite shader with a
 constant should work (crank up the raydepth!) and should not affect the
 look of the volume

 the reason this happens is that the sprite shader is a bit of a hack: it
 resets the raycount when a ray enters it - so you get proper transparency
 for endless overlapping sprites without having to increase the raydepth -
 but it can create problems such as this one where volumes don’t work well
 with the sprite shader.


 -Original Message- From: adrian wyer
 Sent: Friday, March 13, 2015 4:54 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: baVolume fog pass with sprites


 sprite shader on rectangle particles, using original people alphas as
 cutouts

 works fine in beauty, but not as hold out with the volume

 tried different volume shaders (basic fog and such) get the same incorrect
 render... put it down to something the sprite shader is doing with
 transparency rays

 in then end i will live without the people in the volume pass, as the final
 comp is degraded to look like a 1940 bw photo

 a

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
 Sent: 13 March 2015 15:22
 To: softimage@listproc.autodesk.com
 Subject: Re: baVolume fog pass with sprites

 oof. which shaders you tried for the sprites?  constant shader, sprite
 or card/opacity .?


 1 of them should work. if you are using physical light or sky for
 rendering you may have to crank up some values in the sprite shader to
 10k
 to get them to work as it should

 On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

 hi guys, trying to render a non homogenous fog pass for a shot, that has
 sprite shader cut outs of people on particle cards



 getting a very odd render result where the people are lighter than the
 surrounding fog!



 anyone seen this and found a solution?



 ideally don't want a solution that changes the RGB as the client has

 signed

 it off!



 thanks



 a





 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71






Re: baVolume fog pass with sprites

2015-03-13 Thread Rob Chapman
oof. which shaders you tried for the sprites?  constant shader, sprite
or card/opacity .?


1 of them should work. if you are using physical light or sky for
rendering you may have to crank up some values in the sprite shader to
10k
to get them to work as it should

On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com wrote:
 hi guys, trying to render a non homogenous fog pass for a shot, that has
 sprite shader cut outs of people on particle cards



 getting a very odd render result where the people are lighter than the
 surrounding fog!



 anyone seen this and found a solution?



 ideally don't want a solution that changes the RGB as the client has signed
 it off!



 thanks



 a





 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71




baVolume fog pass with sprites

2015-03-13 Thread adrian wyer
hi guys, trying to render a non homogenous fog pass for a shot, that has
sprite shader cut outs of people on particle cards

 

getting a very odd render result where the people are lighter than the
surrounding fog!

 

anyone seen this and found a solution?

 

ideally don't want a solution that changes the RGB as the client has signed
it off!

 

thanks

 

a

 

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



RE: baVolume fog pass with sprites

2015-03-13 Thread adrian wyer
sprite shader on rectangle particles, using original people alphas as
cutouts

works fine in beauty, but not as hold out with the volume

tried different volume shaders (basic fog and such) get the same incorrect
render... put it down to something the sprite shader is doing with
transparency rays

in then end i will live without the people in the volume pass, as the final
comp is degraded to look like a 1940 bw photo

a

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: 13 March 2015 15:22
To: softimage@listproc.autodesk.com
Subject: Re: baVolume fog pass with sprites

oof. which shaders you tried for the sprites?  constant shader, sprite
or card/opacity .?


1 of them should work. if you are using physical light or sky for
rendering you may have to crank up some values in the sprite shader to
10k
to get them to work as it should

On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com
wrote:
 hi guys, trying to render a non homogenous fog pass for a shot, that has
 sprite shader cut outs of people on particle cards



 getting a very odd render result where the people are lighter than the
 surrounding fog!



 anyone seen this and found a solution?



 ideally don't want a solution that changes the RGB as the client has
signed
 it off!



 thanks



 a





 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71