Maybe the error is, that you try to evaluate to early or non existing
things. For example if you try to evaluate the "occlusion-shader",
you must add maybe normal "Surface-Properties" like color and Illumination
to get a proper result. A second mistake is possibly that you've tried
to evaluate, let's say Illumination on a analtic sphere and you've
used a "default" map material and not a "spherical" map material, then
you do not have a proper material coordinate system for evaluating :-?
(same on SDS with cruel or no UV-coordinates)

Matthias



Brilliant Matthias!

I tried it in scenes with volumetric fog and GI but it's no surprise that didn't work. I was hoping we could now take 360 degree HDR environment snapshots in any scene without much hassle, but it's a little more restricted :(
Still very useful, though!

Quote from the manual:
"Surface Shading - Evaluates all surface shaders from surface geometry to surface finishing. Illumination, reflections etc. are included. This option can be used e.g. for reflection map creation. The viewing direction in shading (which is relevant for reflection computation and some illumination effects) is perpendicular to the surface."

The camera/mirror sphere/HDRshop method can handle every advanced scene illumination (should even work with V6 GI) but it's very laborious...

Thanks & cheers,
Mark

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