RE: baVolume fog pass with sprites

2015-03-19 Thread adrian wyer
: 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

RE: baVolume fog pass with sprites

2015-03-18 Thread Schoenberger
_ 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

Re: baVolume fog pass with sprites

2015-03-13 Thread peter_b
@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

Re: baVolume fog pass with sprites

2015-03-13 Thread Ed Manning
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

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,

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

RE: baVolume fog pass with sprites

2015-03-13 Thread adrian wyer
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