okay, I understand - but, I do not get, how than to use the sta_vector_displacement correctly
I attached a picture to clearify what I mean.
greetings
Search found 353 matches
- 04 Apr 2014, 21:40
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
- 04 Apr 2014, 19:18
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
are you sure?you have 'normal' displacement
yea, thats why I wonder about the Displacement.Use it wisely ;-)
I read on the SolidAngelSite, that it will be removed, the old displacement...
- 04 Apr 2014, 16:48
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
do I have to add a vector_state with Normal Vector to the tangent of the sta_vector_displacement? If I do not add the vector state, the displacement is becoming lean. It works, but wonder if that is the normal way to add a dispalcement :) Take a standard grid with no subD's, add the property with fo...
- 27 Mar 2014, 13:10
- Forum: Announcements
- Topic: Announcing Forester a new plugin from 3DQUAKERS
- Replies: 82
- Views: 49083
Re: Announcing Forester a new plugin from 3DQUAKERS
Thats a fantastic combo of tools.
just fighting trough the paypal stuff
ty!
just fighting trough the paypal stuff
ty!
- 23 Mar 2014, 14:05
- Forum: WIP
- Topic: MilanVasek wips
- Replies: 159
- Views: 86541
Re: MilanVasek wips
very moody
and I can see secret signs ;)
and I can see secret signs ;)
- 22 Mar 2014, 19:30
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
quick answer to myself: change alpha map from .jpg to .tif (or another lossless format) and posterize that there are only 2 values, black and white. gave me up to 3 times faster renderings. :) i should have known that, i know ;). the white in the .jpg was not 100% white, so everything was a tiny bit...
- 11 Mar 2014, 10:17
- Forum: ICE Compounds
- Topic: Double Helix DNA
- Replies: 11
- Views: 7441
Re: Double Helix DNA
@cacoman: have the same problem here. did you solve that?
maybe the topo pack does not get recognized?
maybe the topo pack does not get recognized?
- 11 Mar 2014, 09:25
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
when rendering a tree/forest and the leaves are cut out by alpha, its rendering amazingly slow compared to use real geometry only.
is there a cheap trick or something to speed that up?
or is trancparency general very slow?
thx!
is there a cheap trick or something to speed that up?
or is trancparency general very slow?
thx!
- 01 Mar 2014, 17:24
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
yea, add them to the "Volume Shaders"-Tab.
The fog shader does not need to be specified by a light source, but the Volume Scattering needs a light source (spot or quad, Skydome and Distance Light will not work).
The fog shader does not need to be specified by a light source, but the Volume Scattering needs a light source (spot or quad, Skydome and Distance Light will not work).
- 01 Mar 2014, 09:48
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
you have a fog shader thats actually quite easy to setup. in xsi just go to arnold/shaders/fog - guess maya is similar. for volume scattering you add the shader and specify a light to scatter. here https://support.solidangle.com/display/SItoAUG/Volume+Scattering and here https://support.solidangle.c...
- 26 Feb 2014, 20:44
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
was triying to build something like a street shader and got a result that is fine for what I need it. I also tried to get it to run under arnold, but as you can see on the image, there is that falloff. any idea how to fix that? I have noticed that in the ppg of the gradient, right at the border wher...
- 08 Feb 2014, 14:17
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
ah okay, I had a wrong understanding of segments - thought they keep same length they get emitted
will try that out.
will try that out.
- 08 Feb 2014, 12:01
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
Getting closer, thx alot! :) Its working for Strand Trails already. Using Scalar Attribute and set it to StrandAge, Value to 1 and input that into the gradient. For Strands itself i'll have to figure out how that works - seems to be bit more than just to nodes. Do you mean each strand segments lengt...
- 08 Feb 2014, 02:00
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
thats actually what im need, thx.
only problem is, that the gradient gets streched as longer the strand gets - so i guess, i need to get some more data from the strand to feed into the shader?
is it possible to calculate a fixed part on the strand and input that to the gradient?
only problem is, that the gradient gets streched as longer the strand gets - so i guess, i need to get some more data from the strand to feed into the shader?
is it possible to calculate a fixed part on the strand and input that to the gradient?
- 30 Jan 2014, 20:08
- Forum: Rendering
- Topic: Arnold Q&A
- Replies: 53
- Views: 16852
Re: Arnold Q&A
is there a way, to color strands in arnold like in this video?
i heard, its only possible with a custom shader?
i heard, its only possible with a custom shader?
- 25 Jan 2014, 11:55
- Forum: ICE
- Topic: How to create flakes with ICE...
- Replies: 6
- Views: 692
Re: How to create flakes with ICE...
but if you wanna do it in ICE, create some randomize flakes, scatter them randomized in size and positon around a sphere by instance shape, and add the incidence node to specular or transulency or what ever to get that kinda microscope look.