: 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
_
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
@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
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
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,
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
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
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