carstenkolve Posted November 16, 2009 Share Posted November 16, 2009 Hi, Quick newbie question - I'd like to trace against some geometry A in a shader, but not have it visible from camera. I've looked for an extra rendering attribute to add to A that might exclude it from the traces from the eye but make it visible to the traces from my shader - with no luck. maybe someone could point me in the direction? Thanks, Carsten Quote Link to comment Share on other sites More sharing options...
symek Posted November 16, 2009 Share Posted November 16, 2009 1) Easy one is a phantom property installed by default on all objects: it makes an object visible only for secondary rays. 2) In pair to this one are scopes for shadows, reflections and lights. So after phantom mode is turned on, you can tweak shadows/reflections/refractions for this object also: http://www.sidefx.com/docs/houdini10.0/light/lightandshadowlinking (An alternative to scopes are categories). 3) Scopes can be overwritten by optional parameters on per shader/call basis: http://www.sidefx.com/docs/houdini10.0/vex/contexts/shading_contexts#rayopts Any function involving ray tracing accepts "scope" parameter. It works with usual filtering way of Houdini (*,^,?). With this facility you can precisely specify object for every function separately. 4) You could also make a condition while computing opacity of an "hollow" object, making it transparent for anything but reflections, shadows, occlusion bounces, whatever. Ray Bounce Level VOP for example returns 0 for camera, and anything above for another rays. 5) Ultimate solutions is gather()/rayimport() bundle: http://www.sidefx.com/docs/houdini10.0/vex/functions/gather This way you could prepare a specific answer for a caller function from a hit object side: "if a ray is sent by 'this and this' behave such, overwise... " Hope this helps, skk. Quote Link to comment Share on other sites More sharing options...
carstenkolve Posted November 16, 2009 Author Share Posted November 16, 2009 Thanks - this is great info! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.