andreu.lucio Posted July 15, 2010 Share Posted July 15, 2010 Hi, I´m trying to write a point cloud with shader atributes but I can only write the parts of the objects that are visible to a camera. Please, someone know if its posible to force mantra to render the parts of the shaders that are occluded to the camera so I can write a full pc of the whole object? Thanks. Quote Link to comment Share on other sites More sharing options...
andreu.lucio Posted July 15, 2010 Author Share Posted July 15, 2010 (edited) After writing this I just realized that opacity is exactly that so I lower the opacity and get what I was looking for, not sure if its the best way but it works. EDIT:Well,looks like if the density of the point cloud depends on how much visible it is so this is a dirt solution. If anyone know more about this that would be nice. Edited July 15, 2010 by putoparri Quote Link to comment Share on other sites More sharing options...
symek Posted July 15, 2010 Share Posted July 15, 2010 (edited) check out vm_hidden rendering property Houdini name vm_hiddenIFD name renderer: hidden Default ('true') Perform hidden surface removal. When hidden surface removal is disabled, all surfaces in the camera’s frustum will be rendered, regardless of whether they are occluded. This can impact render time significantly. Edited July 15, 2010 by SYmek Quote Link to comment Share on other sites More sharing options...
andreu.lucio Posted July 16, 2010 Author Share Posted July 16, 2010 Yes!! Thanks a lot Symek! That was exactly what I was looking for. I´m trying to scatter objects on the areas where ambient occlusion its darker. Now I have some problems withs the coordinate spaces but I think I will get working. Thanks! Quote Link to comment Share on other sites More sharing options...
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