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PBR masking


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i set up my scene with caustics and photonmaps with two mantra nodes...

i ve problem with the rendertime....

to get only a causticpass i exludet the lights in my pbr mantra tab...

how about the sampling rate of my photonmap mantra node .... i set it to the same range as my pbr node ...

what else i have to focus on in terms of photonmapping caustics and rendertime.

thx

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another question ..... i wanna add a structure to my pokal at a specific position.... how to add an displacementoption to my goldmaterial ?

thx

Dive into the material in the /shop area, dive into your glass material node, and wire in a displacement shader into the Output Shaders node. (You can't do this from the Material Palette)

As for photon mapping; you can only really play with Number Of Photons - (send out millions!) and the Search Radius - to tweak sharpness/clarity of the photon.

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will H10 offer a way to export glass with corrext alpha behavout .... transparency ?

i loaded the fake alpha glass shader from here but somehow it does not work...

further there is a problem when i try to exlude objects from render for getting an alpha ....

you ve said that PBR is basically for one beautypass at the moment so there is no way masking out objects etc ....? i do not mean the Pass thing in terms of gloss spec occlusion a.s.o.

thx

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