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

Reply via email to