jumper Posted March 9, 2011 Share Posted March 9, 2011 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 Quote Link to comment Share on other sites More sharing options...
Eitht Posted March 10, 2011 Share Posted March 10, 2011 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 Quote Link to comment Share on other sites More sharing options...
jumper Posted March 11, 2011 Author Share Posted March 11, 2011 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 Quote Link to comment Share on other sites More sharing options...
jumper Posted March 11, 2011 Author Share Posted March 11, 2011 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 Quote Link to comment Share on other sites More sharing options...
chang Posted March 28, 2011 Share Posted March 28, 2011 Hi Jumper, 'constant' doesn't work the way they used to in PBR. Try 'emission' in surface model for your BG. Quote Link to comment Share on other sites More sharing options...
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