Thankyou very much. I should put a tutorial on my website about it and
give the credit to you.
But all of this is normally done for speed in Renderman and it should be
the same in RS.
It would be nice to have an easier way.
It could be implemented by a list with 2 column
Source | Obect affected by that source | type (light, reflection,
transparency)
my_light : object_affected_by_that_light_01,
object_affected_by_that_light_02 ...
my_reflective_object : object_that_will_be_reflected_on_that_object_01,
object_that_will_be_reflected_on_that_object_01...
my_transparent_object : object_that_will_show_through_that_object_01,
object_that_will_show_through_that_object_02...
Or much simpler RENDER_BLOCKS using the hierarchy.
Everything inside this RENDER_BLOCK_LEVEL will render together not
affected by the other blocks or the remaining scene.
And they will not affect the scene outside the level.
Jean-Sebastien Perron
www.NeuroWorld.ws
On 10-06-11 12:37 AM, Beg-inner wrote:
Hi Jean-Sebastien..
Here is a simple prj..
Two lightsource, each with its own material using each an own channel
to control which object and how much they are affected by them..
Also a ground using the original 'Gold' material (in which I just
added a 'Secondary ray' Shader) that uses an own user channel 'Gold
Sens', to control which objects and how much they are reflected in the
ground.
The values for each UserCustomChannels.. ('Gold Sens', etc) is set in
the 'Properties' Win, 'Col' Tab
Just select wanted object, then in 'Attributes' DropDown menu, select
needed Channel, for ex. 'Gold Sens'.....
Some simple info in the prj.. (some comments also in the 'Gold'
material, in the 'Advanced' Mode
If something is unclear, just ask..
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
I know there is a way via the VSL somewhere in the manual.
The point is to do it for speed. Is it possible (like in renderman)?
And what about reflection?
I can set up an example scene, if you like :_?
Only if it takes you less than 5 minutes. Thanks
Jean-Sebastien Perron
www.NeuroWorld.ws
On 10-06-10 03:23 AM, Matthias Kappenberg wrote:
I can set up an example scene, if you like :_?
Matthias
----- Original Message -----
From: "Jean-Sebastien Perron"<[email protected]>
To:<[email protected]>
Sent: Thursday, June 10, 2010 3:59 AM
Subject: Re: Website update
What I really need is an easy way to make some lights affect some
objects and no others.
The same with reflection and refraction to speed up the rendering and
also to get more control.
Each object or material could have it's list of light that affect it.
Example put a folder with a character and a light source so that only
that light affect that character.
The light would not affect the scene.
In one of my project I want the lake to reflect the mountains (lowrez
version), but not the threes.
And also at the same time the windows of the cabin must reflect the
trees.
All of this is for speed.
Is there something in RS7 regarding these matters.
Maybe I am thinking more like renderman.
Jean-Sebastien Perron
www.NeuroWorld.w
On 10-06-09 09:06 PM, Matthias Kappenberg wrote:
Hi Jean-Sebastien Perron,
channel rendering is in RS since v4 if I'm right ;-)
But they are to much in the deep dark areas of RS like tags etc.....
Really big features....
Never used and propagated enough in my opinion.
(VSL is another feature like the above, I've missed something like
VSL
long time in other apps like Lightwave and Cinema4d...)
Hmmm, back to Houdini and RS :-)
Matthias
----- Original Message -----
From: "Jean-Sebastien Perron"<[email protected]>
To:<[email protected]>
Sent: Thursday, June 10, 2010 1:04 AM
Subject: Website update
www.jcpexport.ca
Now the buttons, tomorrow I will do a darker version of them when
they
are inactive.
My RS skills are a little rusty. And I realize there is so much
improvement everywhere in RS.
For example the option to render the channels.
I am now re-reading after 5 or 6 years all the 3 RS manuals.
By reading everything I make sure nothing is left undiscovered.
Jean-Sebastien Perron
www.NeuroWorld.ws