jkunz07 Posted April 12, 2012 Share Posted April 12, 2012 Hey, I'm trying to recreate the ambient occlusion functionality of the GI Light Shader. I've been looking over the code for it and created the attached network. I'm getting the occlusion effect ok, but I'm not sure why I'm still getting highlights. I'm using a light template, below are images with the custom shader and GI Light Shader assigned to the light template. If anyone could help me understand why this is happening I'd appreciate it, thanks! Quote Link to comment Share on other sites More sharing options...
eetu Posted April 12, 2012 Share Posted April 12, 2012 I wonder if the ROP doesn't count the light template, and adds the default headlight? There should be a toggle for that in the ROP. Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted April 12, 2012 Author Share Posted April 12, 2012 (edited) I have the "headlight creation" (soho_autoheadlight) option toggled off in mantra_ipr rop but the highlighting is still present, here's my file if you wanna take a look. AmbOcc_Attempt.hipnc Edited April 12, 2012 by jkunz07 Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted April 13, 2012 Share Posted April 13, 2012 (edited) You have to add the vm_nonspecular parameter to your light or your shader and enable it to make it a diffuse only light. If you take a closer look at the GI Light code you can spot this parameter as well: export int __nonspecular=1 #pragma hint __nonspecular hidden -dennis Edited April 13, 2012 by dennis.weil Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted April 13, 2012 Share Posted April 13, 2012 Forgot to add the file AmbOcc_Attempt_fix.hipnc Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted April 13, 2012 Author Share Posted April 13, 2012 Forgot to add the file Thanks! I figured it was something I overlooked Quote Link to comment Share on other sites More sharing options...
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