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About notintricate

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  1. Deep exr samples loss

    I submitted this as a bug to SESI and was suggested to use a workaround: turn off stochastic transparency to fix the problem with lost deep samples. Here's SESI's reply:
  2. Multiple UV sets workflow

    Thanks for reply! Meanwhile, I figured out another method involving just two nodes: 1. Group with expression @uv==0 and create inverse group in combine tab. 2. In material node set amount of materials to two and apply them to your groups
  3. Multiple UV sets workflow

    Hey! I have an object that has two UV sets brought from Maya. I want to apply different shaders according to these UV sets. I wonder what is the best way of doing it? Any hints are highly appreciated!
  4. Deep exr samples loss

    Thanks for reply, Jason. I'm using 416 build, and according to journal it seems that there weren't any fixes related to deep since that build. (However I will try the latest daily build to be sure) Should I post this one to the SideFx forum? I don't know if it's expected behaviour or some kind of a bug to be reported.
  5. Deep exr samples loss

    Hey, I was trying to render into deep exr and faced such issue: I have simple shader with opacity falling off to object's edges. Unfortunately my deep outputs suffer on low pixel sampling rates loosing samples, however simple color exr does not. So I wonder why deep samples are lost and how to make them to be present on low sampling rates? Appreciate your help! *Dcm compression is set to 0 Here are simple examples of what I get: pixel samples 3x3 pixel samples 7x7 shader
  6. Light Blocker in Mantra

    It's in object's render settings tab:
  7. Light Blocker in Mantra

    One more thing to mention, using my method it's a good idea to set light-blocker's render visibility to "invisible to primary rays (phantom)", otherwise this light-blocker object could appear in Op_Id render pass if you have one.
  8. Light Blocker in Mantra

    Hey Atom, unfortunately that isn't the desired result, However I almost achieved what I wanted. I converted sphere to a fog volume and applied matte shader to it. I'm sure it's not the best way, but at least in some degree It works. shadow density 1 shadow density 5 ap_light_blocker.hipnc
  9. Light Blocker in Mantra

    Can you elaborate a bit more on the gradient part? I can't figure out how to make opacity act like density gradient in case of sphere object for example.
  10. Light Blocker in Mantra

    Hi! I wonder if it's possible to reproduce the same effect in Mantra as Arnold renderer has, I'm speaking of Light Blocker filter described here: https://support.solidangle.com/display/AFHUG/Light+Blocker So what I actually want is to have some kind of hidden geometry that could block all the lightsources in the scene including environment light. I need this Light Blocker to have some kind of ramp control to adjust falloff to have soft edges. Thnx for any clues!
  11. Hi, I have moving camera with lookAt set to a null target. But this setting doesn't lock the focal point on this target for some reason. What is the way to make focal point to be attached to a target object? I'd like to achieve proper DOF with target object in focus while camera moves around.
  12. Fading trail from moving point

    Great help, mestela, thank you, now I get the idea.
  13. Loading point position from .chan file question

    ok. seems to be solved. channel node has dropdown to choose whether it will be animated or static, one should switch it to be animated and append index to wanted channel (like tx0 ty0 tz0)
  14. Fading trail from moving point

    Thanks for your reply, interesting example. But trail fading in the example isn't based on time. I tried to implement trails the following way: reverse point IDs to get descending numbers remap this range to fit 0-1 range and use this data to drive volume shader density. It does the thing, but again, trails aren't based on time. How can I use time data to map it to density? I need somehow to create "age" attribute to drive trail density after particle gets old enough. Have no Idea how to implement it yet, though (
  15. Loading point position from .chan file question

    Here is sample scene with chan file, if someone will find time to take a look. Thanks in advance! (sorry for zip archive, forum didnt allow me to load .chan file for some reason) test.zip