stevegh Posted May 24, 2013 Share Posted May 24, 2013 How do we tell Mantra to bypass certain lights/objects from path tracing at the shader level? This seems completely intuitive in non-PBR rendering but I've hit a wall with PBR. Quote Link to comment Share on other sites More sharing options...
danylyon Posted May 26, 2013 Share Posted May 26, 2013 As far as I know, this is not possible. You can do Reflection Linking on object level. Though. Any particular effect you want to achieve? Quote Link to comment Share on other sites More sharing options...
stevegh Posted May 28, 2013 Author Share Posted May 28, 2013 Hey Dany, A particular effect no, but a lot of times using V-Ray for product work I find myself wanting to exclude certain objects/lights from a material (without using the V-Ray SDK this isn't quite possible). Since this can be done at object level I'm wondering how it could be achieved in the shader using PBR. If this isn't at all possible I suppose I can live without it. Also, as a side note, are there any examples of SHOPs written for the HDK living anywhere? Quote Link to comment Share on other sites More sharing options...
anim Posted May 28, 2013 Share Posted May 28, 2013 if you remove Light/Reflection/Refraction Mask (or other) Rendering Parameters from your objects then just add them to Property shader of your Material so that every object with that material will inherit that masking (you can as well use Categories with Light/Reflection/Refraction Selection Rendering Parameters if you want) just be aware that masking/categorie selections don't work in very useful way with PBR, but try and see for yourself it it's good for your case Quote Link to comment Share on other sites More sharing options...
stevegh Posted June 5, 2013 Author Share Posted June 5, 2013 I have noticed that with Reflection/Refraction masks at object level, once the ray gets to this object it will return black rather that pass through it. I haven't tested this with non-PBR yet but I would hope this doesn't happen. Is there no workaround for this in PBR? Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted August 14, 2013 Share Posted August 14, 2013 I have noticed that with Reflection/Refraction masks at object level, once the ray gets to this object it will return black rather that pass through it. I haven't tested this with non-PBR yet but I would hope this doesn't happen. Is there no workaround for this in PBR? Good question, facing the same issue right now! Any solutions? Quote Link to comment Share on other sites More sharing options...
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