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Found 1 result

  1. Greetings! So, my question sounds like this: "How to obtain light passes(direct&indirect irradiance) in Mantra PBR?". I'm trying to do this a lot of time, so I think that I'm doing something wrong way. Direct Irradiance(raw light?) - just direct grayscale light pass from light source like point, area or sun light. Indirect Irradiance(maybe you can call it bounce light) - non-grayscale pass from environment or sky light. So, it must be light pass from environmental source. So, basically I need "Direct Illumination" and "Indirect Illumination" in Maya terminology. I'm new in Houdini shading and rendering. Could you please help me with my question? Can you explain me step-by-step, how I should choose type of light, configure them, how I should configure Mantra(PBR) render node and maybe shader? I tried to dive inside Mantra Surface material, but I have got some fake results. [ADD] Maybe I can make direct light pass that way: [direct_diffuse] - [direct_color_noshading] ? Will try it now. [LATER] Nope, it doesn't work. [ADD] Example would be great, but I will appreciate all helpful information and every answer. [ADD] All of this should be done in one render. Saved to EXR file as layers. Would be well appreciate. Thanks for your attention. Yours respecfully, Paul. P.S. picture example from some Maya video, not mine.
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