TobyGaines Posted June 28, 2023 Share Posted June 28, 2023 I'll probably be needing this in Solaris/Arnold - not sure how much of the work gets done in one or the other The distance cutoff in Ambient Occlusion shaders would work, for example, but I need that data before it renders. Thanks for any tips! Quote Link to comment Share on other sites More sharing options...
haggi Posted June 29, 2023 Share Posted June 29, 2023 Since a shading point is calculated only during rendering, there is no way to get this information before rendering. Maybe you need to render a depth pass before rendering and use this in a second one. Quote Link to comment Share on other sites More sharing options...
TobyGaines Posted June 29, 2023 Author Share Posted June 29, 2023 Ok so I need distance from polygon - Quote Link to comment Share on other sites More sharing options...
haggi Posted June 30, 2023 Share Posted June 30, 2023 I suppose it would be easy to create a distance from camera point attribute in sops and promote it to prims and then use this attribute in arnold/solaris. Of course this only works if you have your geometry available in sops. 1 Quote Link to comment Share on other sites More sharing options...
TobyGaines Posted July 1, 2023 Author Share Posted July 1, 2023 ugh, so, different objects would have to be in the same sop, in order to calculate the distance btwn them? Not sure if that would work but it's possible - I've also been dreaming of a way to light in the obj context and transfer everything to lops at the last second, since solaris sucks Quote Link to comment Share on other sites More sharing options...
animatrix Posted July 1, 2023 Share Posted July 1, 2023 Yes you would have to bring the objects inside the same SOP network for distance computations. 1 Quote Link to comment Share on other sites More sharing options...
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