Ingvard Posted August 27, 2012 Share Posted August 27, 2012 (edited) Hi guys! I'm trying to bake my colorbleeding from the irradiance function to point cloud but there're a lot of rubbish points in my point cloud. That points are black and not appropriate for the dicing. If you look at the pictures I've uploaded bellow you can see the difference between the point cloud baked from the occlusion function which is appropriate to the micropoly dicing and the point cloud baked from the irradiance function with rubbish points. Is there any way to bake irradiance exactly in the dicing points into the point cloud without rubbish points? Thanks for any help! Igor irradiance_bake.hipnc Edited August 27, 2012 by Ingvard Quote Link to comment Share on other sites More sharing options...
slayerk Posted August 27, 2012 Share Posted August 27, 2012 Hi guys! I'm trying to bake my colorbleeding from the irradiance function to point cloud but there're a lot of rubbish points in my point cloud. That points are black and not appropriate for the dicing. If you look at the pictures I've uploaded bellow you can see the difference between the point cloud baked from the occlusion function which is appropriate to the micropoly dicing and the point cloud baked from the irradiance function with rubbish points. Is there any way to bake irradiance exactly in the dicing points into the point cloud without rubbish points? Thanks for any help! Igor first pc looks very normal. point represents position where shader calculates. occlusion does not call shader calculation for secondary rays it only see "ray bounce to something or not" (it may to calculate opacity for secondary rays if filter option for occlusion is set to "opacity", but its not standart option for occlusion ). Irradiance call shader on secondary rays => shader call more times then occlusion => more point out to pc-file. Quote Link to comment Share on other sites More sharing options...
Ingvard Posted August 27, 2012 Author Share Posted August 27, 2012 (edited) first pc looks very normal. point represents position where shader calculates. occlusion does not call shader calculation for secondary rays it only see "ray bounce to something or not" (it may to calculate opacity for secondary rays if filter option for occlusion is set to "opacity", but its not standart option for occlusion ). Irradiance call shader on secondary rays => shader call more times then occlusion => more point out to pc-file. Thanks for your reply! You are right, I've cheked the raylevel and it showed me getraylevel()=0 as well as getraylevel()=1. It seems odd for me because in mantra rop node the option "Diffuse Limit" (vm_diffuselimit) is 0 I thought it limits "diffuse" style rays. Anyway than I've made the condition allowing to bake with raylevel <1 I've got needed pointcloud. Thanks again for your help! Edited August 27, 2012 by Ingvard Quote Link to comment Share on other sites More sharing options...
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