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
Search found 38 matches
- 19 Feb 2013, 12:48
- Forum: Rendering
- Topic: Spehrical etc. Rendering ...
- Replies: 9
- Views: 1636
- 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 ...
- 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.
You want here precision as much as possible.
- 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 ?
If you plug it to the surface slot of your material do you see anything ?
- 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.
Set your IOR and done.
- 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...
- 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...
- 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.
The maths simply doesn't work anymore.
- 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.
- 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
So I guess it doesn't work
- 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 ...
- 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.
To be use with unified sampling.
- 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
you don't need siblgui anymore ! Just plug your map and your are done !gfxman wrote:Thx, it's a mistery is not integrated in softimage 2013
I can use it with sibilgui....
- 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...
- 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
Yes it was ! I am not even sure that XSI's team where actually aware of this functionality.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..
- 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 ?