Search found 38 matches

by Saturn
19 Feb 2013, 12:48
Forum: Rendering
Topic: Spehrical etc. Rendering ...
Replies: 9
Views: 1636

Re: Spehrical etc. Rendering ...

what about using 6 camera with a fov of 90 deg ?
render a square image of each camera pointing to the 6 direction ( front, left, right, back, top, bottom ) and sticth them to make a cubic projection and if you need convert it to spherical projection
by Saturn
05 Sep 2012, 15:25
Forum: Rendering
Topic: Subdivision based on camera distance
Replies: 3
Views: 1094

Re: Subdivision based on camera distance

As Mathaeus said XSI does the subdiv before to send it to MR. XSI doesn't use the subdiv of MR which support view dependant tesselation. A silly trick that may work ( or not ) is to have a displacement shader ( a scalar_save_state set to 0.001 ) in the object. Make sure that you set your geo approx ...
by Saturn
15 Aug 2012, 17:40
Forum: Rendering
Topic: Render out a World Position pass
Replies: 5
Views: 2143

Re: Render out a World Position pass

make sure when you render a pworld pass to have set your output to exr 32 bits.
You want here precision as much as possible.
by Saturn
09 Aug 2012, 11:53
Forum: Rendering
Topic: MR Index of Refraction Facing ratio
Replies: 11
Views: 3906

Re: MR Index of Refraction Facing ratio

what isn't working ?

If you plug it to the surface slot of your material do you see anything ?
by Saturn
08 Aug 2012, 23:27
Forum: Rendering
Topic: MR Index of Refraction Facing ratio
Replies: 11
Views: 3906

Re: MR Index of Refraction Facing ratio

another option you may want to use is the mia_multioutput material and use the refra_level output.
Set your IOR and done.
by Saturn
24 Jun 2012, 13:07
Forum: Rendering
Topic: mental ray diffuse pass Problem.
Replies: 11
Views: 1909

Re: mental ray diffuse pass Problem.

"Since i dont need to be a math/comp guru sometimes with simple renders, and i'd like some flexibility." Framebuffer maths are just ADD, SUB, MULT,DIV nothing to do with being a maths guru :p Framebuffer purpose is to recompose the beauty render by adding all framebuffer to each others. Bu...
by Saturn
23 Jun 2012, 18:04
Forum: Rendering
Topic: mental ray diffuse pass Problem.
Replies: 11
Views: 1909

Re: mental ray diffuse pass Problem.

Anyway no point arguing this anymore. I wonder why other engines have it, they are all stupid then. This have nothing to do with mr, this is a CG or more a maths logic. Every rendered are constrained to that. Adding 2 pass that have been tonemapped IS and will give you a DIFFERENT result than addin...
by Saturn
23 Jun 2012, 12:40
Forum: Rendering
Topic: mental ray diffuse pass Problem.
Replies: 11
Views: 1909

Re: mental ray diffuse pass Problem.

framebuffer should not have any tonemapping applied otherwise you will not able to recombine them to make beauty render.
The maths simply doesn't work anymore.
by Saturn
12 May 2012, 17:56
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

i will post the user_ibl rect when I am back home.
by Saturn
10 May 2012, 10:08
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

I can't see any texture on your bunny.
So I guess it doesn't work
by Saturn
08 May 2012, 21:32
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

Slightly OT: So now I am wondering if the new mr 3.10 Ptex stuff could be "unlocked" as "easily" as this as well (using Maya/Max dlls, I mean) or not... :-\ Doing the spdl and copy the dll across have been done. But for some reason I could see the node once installed. Something ...
by Saturn
07 May 2012, 23:38
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

it is fine for animation. Worse case scenario you will have noise/grain if you undersample it.
To be use with unified sampling.
by Saturn
07 May 2012, 18:56
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

gfxman wrote:Thx, it's a mistery is not integrated in softimage 2013 :D
I can use it with sibilgui....
you don't need siblgui anymore ! Just plug your map and your are done !
by Saturn
07 May 2012, 18:52
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

the main difference is that it use an another mecanism than Final gathering to resolve the lighting coming from a HDRI. It use a more modern technique based on importance sampling. With this technique you can resolve much accurate shadow than FG while getting away with a lot less sample. ( faster re...
by Saturn
07 May 2012, 16:42
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

Maximus wrote: p.s. now that i think of, i dont wanna be harsh but...this was pretty quick to spot and implement..How hard it could have been for Autodesk to implement just a damn .dll and a spdl. Oh man..
Yes it was ! I am not even sure that XSI's team where actually aware of this functionality.
by Saturn
07 May 2012, 16:38
Forum: Rendering
Topic: userIbl shader from mr 3.10
Replies: 95
Views: 25114

Re: userIbl shader from mr 3.10

where the light is coming from ? throught the windows ?