Mentalray current workflow sticky thread
Posted: 17 Apr 2013, 21:41
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NO. the fact that Builtin and User_env are not so recommended in indoor scene, is it will take to much time toFalam wrote:Builtin is good for outdoor scenes, I assume then that user_IBL is good for indoor scenes. I have a user_rect and a user_env light shader nodes, is there a newer version of those nodes, or are those the nodes I should use ?
Is there a difference between using a HDR image and user_env light shader nodes, besides what I found in this thread, or is that exactly it and there is no difference, in the thread listed it was mentioned you don't even need sIBL anymore ?
A question about the new mila shaders; how do I apply a alpha channel to the diffuse_reflection node ? I have a texture image, with an alpha. I can't hook up a scaler image, to the 'weight' slot which I tried even though it did nothing. I can't hook a mix2 node, that will break the accuracy of the mila shader and it's layers ? I've been trying to figure this out and I can't come to any remedy.
Edit: Subject unmentioned
mila_mix > mila_material > image with alpha into mila_material (visibility) the rest of the object is transparent except where the alpha channel is, could I have the order wrong ?Fer wrote:NO. the fact that Builtin and User_env are not so recommended in indoor scene, is it will take to much time toFalam wrote:Builtin is good for outdoor scenes, I assume then that user_IBL is good for indoor scenes. I have a user_rect and a user_env light shader nodes, is there a newer version of those nodes, or are those the nodes I should use ?
Is there a difference between using a HDR image and user_env light shader nodes, besides what I found in this thread, or is that exactly it and there is no difference, in the thread listed it was mentioned you don't even need sIBL anymore ?
A question about the new mila shaders; how do I apply a alpha channel to the diffuse_reflection node ? I have a texture image, with an alpha. I can't hook up a scaler image, to the 'weight' slot which I tried even though it did nothing. I can't hook a mix2 node, that will break the accuracy of the mila shader and it's layers ? I've been trying to figure this out and I can't come to any remedy.
Edit: Subject unmentioned
sample all those shadow that get created in an indoor scene with furniture windows and walls. where in an outdoor
scene, shadow don't get too complicated. don't forget that these are area lights are not an approximation like FG.
about alpha in the mila shader, do you mean a cutout ? it's in the mila_material node it's called visibility