adamr Posted February 29, 2016 Share Posted February 29, 2016 Hello! I am currently working on a project that has the majority of the image is refracted through a ocean spectrum surface. The problem being that I am unable to get AOVs such as point position, depth, and diffuse for the objects that are under the surface. I currently have a work around, where I have created utility shaders to enable control of the elements under the water surface. However, this has resulted in having a different render for each AOV needed! Does anyone have good approach to accessing the refracted objects AOVs? The current approach is a bit cumbersome and time consuming. Any advice would be much appreciated!! Quote Link to comment Share on other sites More sharing options...
fathom Posted February 29, 2016 Share Posted February 29, 2016 you can use a trace() function to pull your aovs from your shaders hit by the traced ray. i believe it's as simple as: vector direct_diffuse; trace(P,T,time,"raystyle","primary","direct_diffuse",direct_diffuse,...); T is the transmission vector (from a fresnel function, most likely) i think you can stack them up to get additional attributes... the "raystyle" flag tells mantra to consider the ray being cast as a primary ray, which will let you use matte objects in your refractions. Quote Link to comment Share on other sites More sharing options...
ettylka Posted October 28, 2016 Share Posted October 28, 2016 Were you ever able to get this working? I have been looking into this as well, but I'm strunggling to get it to work correctly. Thanks Quote Link to comment Share on other sites More sharing options...
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