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Found 2 results

  1. Hey guys, I have a question about rendering and baking AOVs with Mantra. From the extra image planes I managed to render out LPE planes such as beauty, direct diffuse, indirect diffuse, direct glossy reflections, and glossy transmission for a hair groom. They turn out great. The problem is when I try to bake those same image planes from the hair groom onto cards. The LPE image planes come out black. If I try render any of the other image planes like root to tip color, hairID, transparency, diffuse unlit color or any other custom passes, those come out great, but all the LPE passes don't render. I suspect this has to do with the absence of a single camera point, so specular reflections, transmission, and other camera dependent BSDF functions don't produce anything. Is there a way around this? Is there a way I can feed a fake camera/eye point in space to the hair shader and then bake that lighting on a card? In a way to create a static fake incidence angle that references a camera I am not actually rendering through? I am also experiencing problems setting up ambient occlusion to be baked from the hair onto cards, a tip on that would be most wellcome. I am using the bake texture ROP. any feedback would be most appreciated, cheers
  2. Hi all, I'm attempting to generate a tangent space normal map of a large terrain using Bake Texture ROP. It keeps failing due to geo size so I'm attempting to render tiles. I have two object nodes, one merges low res tiles from main terrain and other merges hi res tiles. I'm using a Wedge ROP to drive X and Y parms on an object which the tile objects reference to change the tile they display. This all works fine, except the Bake Texture ROP doesn't seem to refresh the bounds of the tile objects between Wedge iterations. It renders the tile in the space of the entire terrain. What's even weirder is I added bounds and match size SOPs to the tile to scale it to the entire terrain size, and it still only render tiles in terrain space. Is there some magic I need to do to get Wedge renders to update SOP graphs correctly? Does the last SOP graph node need to reference parms driven by the Wedge node? I've attached an image of the output, as you can see it's correctly rendering the tile, just in the space of the entire terrain. Thanks! G
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