For simple tonemapping, you could pipe a ColorCorrection into the shading network to mimik the effect of a lensshader while baking via rendermap.
Or you can put the rendermapped result, e.g. the texture through another rendering using a lensshader on that camera. There is a mia camera projection node that is usually used to render the BG plate without extra sampling (e.g. blurring), set the camera/projection and render output to the texture dimensions and render that out. Beware, the gamma settings on that projection node´s file input need double checking. Cheers, tim On 24.09.2012 22:36, Matt Lind wrote:
Rendermap uses it’s own virtual camera for rendering which is why the lens shaders are being ignored and why rendermap doesn’t adhere to other stuff built into mental ray such as multi-core rendering. Matt *From:*[email protected] [mailto:[email protected]] *On Behalf Of *Kris Rivel *Sent:* Monday, September 24, 2012 12:48 PM *To:* Softimage List *Subject:* lens shaders for rendermapping Probably a long shot but...is it possible to have a lens shader like mia exposure work when rendermapping? Rendermap seems to ignore any lens shaders set for the pass...even when set to "overwrite camera lens shaders". Kris

