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reflection and diffuse from bg geo using PBR


jumper

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Hey ,

I have started to build a shader starting with the "Material Shader Builder" and simply added a "Surface Model" vop. Everything looks fine in the beauty, yet I am having trouble rendering out all the seperate components or images planes. I have "background" geometry that is contributing some diffuse and reflection to my hero object ... If I turn all the lights off, I see reflection and diffuse on the hero object (in the beauty) coming from the bg geo. The "Surface Model" vop has a set of parameters to export to image planes.... yet I can't see the reflection or diffuse in any of these passes. I was hoping it would turn up in indirect_diffuse or the indirect_reflection passes (actually, I couldn't actually find the indirect_diffuse parameter node in the vop - and I am not sure where that should go)

The bg geo I am using for the bounce light has a constant shader and I am using the PBR rendering engine.

Basically I would like to render this bounce reflection and bounce diffuse in a seperate image planes.

Cheers

Stephen

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Hey ,

I have started to build a shader starting with the "Material Shader Builder" and simply added a "Surface Model" vop. Everything looks fine in the beauty, yet I am having trouble rendering out all the seperate components or images planes. I have "background" geometry that is contributing some diffuse and reflection to my hero object ... If I turn all the lights off, I see reflection and diffuse on the hero object (in the beauty) coming from the bg geo. The "Surface Model" vop has a set of parameters to export to image planes.... yet I can't see the reflection or diffuse in any of these passes. I was hoping it would turn up in indirect_diffuse or the indirect_reflection passes (actually, I couldn't actually find the indirect_diffuse parameter node in the vop - and I am not sure where that should go)

The bg geo I am using for the bounce light has a constant shader and I am using the PBR rendering engine.

Basically I would like to render this bounce reflection and bounce diffuse in a seperate image planes.

Cheers

Stephen

Hi Stephen,

I've just started building my own shader using "Material Shader Builder" by following Peter Quint's tutorial.

http://vimeo.com/7613507

In the link above (appx 17mins 30secs), he showed how to export colour, diffuse and specular passes using a Parameter VOP > renaming it "paintExport" (apparently the naming convention is important as emphasised by him) > feed Colour output into "paintExport" Parameter VOP.

Next you have to go to your mantra node > properties tab > output tab > add an imageplane > VEX variable dropdown box > select "Material Paint Export". You can now view the individual passes in mPlay when you render.

Pretty new to this myself, anybody please correct me if I am wrong. Cheers

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Hi Stephen,

I've just started building my own shader using "Material Shader Builder" by following Peter Quint's tutorial.

http://vimeo.com/7613507

In the link above (appx 17mins 30secs), he showed how to export colour, diffuse and specular passes using a Parameter VOP > renaming it "paintExport" (apparently the naming convention is important as emphasised by him) > feed Colour output into "paintExport" Parameter VOP.

Next you have to go to your mantra node > properties tab > output tab > add an imageplane > VEX variable dropdown box > select "Material Paint Export". You can now view the individual passes in mPlay when you render.

Pretty new to this myself, anybody please correct me if I am wrong. Cheers

Thanks for the help, ... but the problem was I needed to creat a indirect_emission plane as the bg was using a constant shader!

And yes Peter Quint's tutorials ar really good.

cheers

Stephen

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Hi Stephen,

I've just started building my own shader using "Material Shader Builder" by following Peter Quint's tutorial.

http://vimeo.com/7613507

In the link above (appx 17mins 30secs), he showed how to export colour, diffuse and specular passes using a Parameter VOP > renaming it "paintExport" (apparently the naming convention is important as emphasised by him) > feed Colour output into "paintExport" Parameter VOP.

Next you have to go to your mantra node > properties tab > output tab > add an imageplane > VEX variable dropdown box > select "Material Paint Export". You can now view the individual passes in mPlay when you render.

Pretty new to this myself, anybody please correct me if I am wrong. Cheers

Thanks for the help, ... but the problem was I needed to creat a indirect_emission plane as the bg was using a constant shader!

And yes Peter Quint's tutorials ar really good.

cheers

Stephen

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