Dusmus Posted October 8, 2013 Share Posted October 8, 2013 Hello, I'm exporting my fire and smoke pass separately, this is working ok with the aov's (even though they are very grainy, guess I need to bump the settings). I'm also trying to export a scattering pass (you have that option in the export settings of the pyro shader, the variable name is scatter_color). My question is how can I export that pass since the scattering process has been removed from the pyro shader in H12.5 ? I'm achieving scattering and volume lighting with the "new" volume light (not sure it's the right way to do it) but I don't really see if there is a way to export that single scattering pass. Any clue ? Many thanks, Steve Quote Link to comment Share on other sites More sharing options...
sanostol Posted May 22, 2014 Share Posted May 22, 2014 Did You find a solution? The Export does not show 1 Quote Link to comment Share on other sites More sharing options...
Skybar Posted May 24, 2014 Share Posted May 24, 2014 When using lights, such as the Volume Light, you can just set up an AOV for that light in the render. You have all these Direct/Indirect/Combined Lighting, so perhaps choose the "Combined Lighting (per-light)" and just select your Volume Light for the light mask. Now you have a pass for light hitting the ground, for example. Quote Link to comment Share on other sites More sharing options...
sanostol Posted May 26, 2014 Share Posted May 26, 2014 thank You, but I wanted to get the scattering inside the cloud, support at sidefx said that this is not exported anymore like in the old pyro. Quote Link to comment Share on other sites More sharing options...
Skybar Posted May 26, 2014 Share Posted May 26, 2014 Oh I see, I haven't looked into that so I wouldn't know unfortunately Quote Link to comment Share on other sites More sharing options...
Neil78 Posted May 27, 2014 Share Posted May 27, 2014 Dam - there must be a way to set that up, calling upon some attribute in a shader. Yes though it seems the pyroshade vop no longer exports that variable. The old scattering technique did produce lovely results; but my god was it slow!! I noticed in volume light it says: "The data stored in the point cloud includes the emission (Ce) as well as point area/volume information and position (P)." Perhaps this can be used to derive a matte or vex variable........? Or what if you find difference between diffuse and Ce (Emmision) in Nuke - does this perhaps give you scatter data?? Keep us posted im interested to know more. Quote Link to comment Share on other sites More sharing options...
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