Hmmmm,

nice idea ;-) But.....
maybe it's a little bit more complicated:
For example:

What's with the shadow, will an object,
which is not self affected by a light cast a
shadow on the underlying ground, which
is affected by this light :-?

Think this deeper through glas or reflective
surfaces....

Matthias


----- Original Message ----- 
From: "Beg-inner" <[email protected]>
To: <[email protected]>
Sent: Saturday, June 12, 2010 1:13 AM
Subject: Re: I vote for this new feature in RS : "render block" or "render list 
of what affect what"


> Hi Jean-Sebastien..
> 
> Thx..
> As Neil mentioned, Garry made a tut on the lightsensitivity part(not the 
> reflection..), from things on the mailinglist...its on the RS Wiki
> http://rs3dwiki.the-final.info/index.php?title=The_Amazing_Light_Sensitivity_Shader
> 
> In some ways it would be nice with an easier way, as it can be tricky for 
> some effects, to know where to use your UserCustomChannel in the VSL 
> material(s).. =)
> On the other hand, I have a hard time to see how to make it easier and still 
> keep the great flexibility it now has...(but then I am not too good at this, 
> and maybe others can see it..)
> 
> Maybe what your implementation ideas can be the way to do it... but I am not 
> the man to know..
> 
> btw it really should be more docs/tuts on how to use UserCustomChannels.... 
> but I guess there are a lot of things that needs more docs =)
> 
> Take Care
> Best Regards
> Stefan Gustafsson ( Beg-inner )
> A Proud Owner and User of Real3D and Realsoft3D..
> 
> 
>> 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
>>>>>>>>
> 
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