rob Posted July 2, 2009 Share Posted July 2, 2009 (edited) Hi guys , Im in the process of building a baking tool for occlusion. I wanted to bend the shipping occlusion vop to my will . Of course when baking out a UV set you need to make sure face forward is turned off . My inner code is somewhat of a hack vector $myP = $isconnected_P ? $P: P; vector $myN = $isconnected_N ? $N : normalize(frontface(N, I)); if($facefwd) $myN = vop_frontface($myN); $occlusion = occlusion($myP, $myN, "bias", $bias, "maxdist", $maxdist, "samples", $samples, "scope", $scope, "categories", $categories, "environment", $envmap, "envobject", $envobj, "envtint", $envtint, "background", $bgcolor , "angle" , radians($coneAngle), "filter " , "point"); I just wondered if this approach to hacking the vop code looks good or is my code causing issues with longer rendertimes I've mostly got the occlusion baking tool working fine , but seems to take an age to run the render from the execute to finished frame Render Time: 7.987u 0.358s 54.70r Memory: 174.78 MB of 192.69 MB arena size. VM Size: 518.44 M Thoughts ? Edited July 2, 2009 by rob Quote Link to comment Share on other sites More sharing options...
mrice Posted July 6, 2009 Share Posted July 6, 2009 Not sure what inputs are going to the inline vop, but why the frontface() calls? Also, unless you have a reason not to, I'd look at the second version of occlusion() which returns a float. cheers, Michael Quote Link to comment Share on other sites More sharing options...
rob Posted July 9, 2009 Author Share Posted July 9, 2009 Yes after some consideration I canned that frontface . ! silly me Quote Link to comment Share on other sites More sharing options...
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