Digging up an old thread here. What settings for the Scalar change range
are needed in the Normal pass setup? I'm not getting correct results in
Normality.

I have :
Vector State(Normals) -> Vector Coordinate Conversion (Normals & Camera) ->
Vector to Scalar ->
Scalar Change Range (feeding R and G channels)->
Incidence (inverted & feeding B channel) ->
RGBA Combine -> Constant Material




On Wed, Jan 25, 2012 at 10:34 AM, Stephen Davidson
<magic...@bellsouth.net>wrote:

> Hi Steven,
>
>   I just tried your method and it is MUCH better. Thanks.
> That tutorial, that I posted, is not very good, then.
>
> Just curious, though.... Why do you put a constant material between
> the RGBA_Combine and the Material Surface  port?
> Couldn't I just hook the RGBA Combiner directly into
> the Material Surface port? I don't see any difference.
> I obviously need to learn more about the render tree. :)
>
>
>
> On Thu, Jan 19, 2012 at 1:56 AM, Steven Caron <car...@gmail.com> wrote:
>
>> can't you just recreate the shader he makes in the tutorial?
>>
>> i watched the tutorial up until he goes into nuke. we dont have a
>> 'samplerInfo' node but we have the components necessary..
>>
>> vector state node set to normal vector
>> vector coordinate converter, set to normal, and to camera
>> vector to scalars
>> use some scalar change range nodes like he does, one for x and one for y
>> then combine them using rgba combine node
>> also an incidence node for the 'facing ratio'. make sure you invert it.
>>
>> took me almost the same amount of time it took me to watch the tutorial :0
>>
>> s
>>
>> On Wed, Jan 18, 2012 at 10:18 PM, Adrian Lopez <vfxw...@gmail.com> wrote:
>>
>>> Been experimenting with Eric's emPolygonizer 3, and I want to fake
>>> refraction using a normal map pass.. as done 
>>> here<http://cgmotionbox.com/2011/10/using-a-maya-normal-shader-for-rendering-refraction-pass/>,
>>> for comping in ae using the Normality plugin.  The problem is, I cant find
>>> a straightforward Normals Shader for softimage.  Everything I find is some
>>> convoluted process involving ultimapper or some reatime shader..   Is there
>>> really no such shader available for our beloved Soft?
>>>  --
>>> Adrian Lopez
>>> CEO.Producer.Director
>>> Liquid Light Digital
>>> www.liquidlightdigital.com
>>>
>>>
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson**
>        **(954) 552-7956
> *    sdavid...@3danimationmagic.com
>
>
>
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>
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>
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