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 > > > > <http://www.3danimationmagic.com> Check My > BLOG<http://3danimationmagic.blogspot.com> > > My Website is *GREEN*, Is yours? > > [image: affiliate_link]<http://www.fatcow.com/join/index.bml?AffID=626478> > >