Marc Posted May 4, 2003 Share Posted May 4, 2003 Hi all.. Anyone ever played around with rendering the open curve prim (or hair) and GI together? My hair looks nice when rendered directly but looks like ass when I turn on ambient occlusion. I haven't tried the real GI yet, but I'm not holding out much hope. sucky sucky suck suck! Marc Quote Link to comment Share on other sites More sharing options...
michael Posted May 4, 2003 Share Posted May 4, 2003 you're putting hair on her ass?... what does it look like, can you post a screen shot?...of the problem - not her ass... Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted May 4, 2003 Share Posted May 4, 2003 Not sure, but.... There are special attributes: "orient" - A vector attribute to define the perpendicular vector to the curve surface. If this attribute doesn Quote Link to comment Share on other sites More sharing options...
Mcronin Posted May 4, 2003 Share Posted May 4, 2003 Personally, I don't think I'd dare to try to render hair with GI. Maybe render it seperately and composite it in. I saw your WIP, that hair was looking pretty damn good. It would probably look great composited into a GI render with some minor tweaks in COPs. Quote Link to comment Share on other sites More sharing options...
Marc Posted May 5, 2003 Author Share Posted May 5, 2003 Well, the hair just shades black (head hair ). I guess the two don't go together since orientation is important for the hair shader too. If its not oriented towards the camera then it doesn't look like hair. bah. I think I'll render it seperately and composite it. Still seems like there should be something I could do though. Maybe I'll harrass some people at work on monday. Cheers Marc Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted May 5, 2003 Share Posted May 5, 2003 Here is what Will told me on SESI's forums, here is a small bit of info from r and d that might help... "In a surface shader you need to ensure that the normal is front-facing. When irradiance() is called from a light shader, the normal is already front-facing (from the surface call to illuminance()), and so the frontface() function shouldn't be called. I'm not sure if this applies to occlusion too. jim. Quote Link to comment Share on other sites More sharing options...
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