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 Post subject: Sky Shader issue
PostPosted: 13 Jan 2011, 02:21 
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Hi to all.
Actually I'm studying a I3d tutorial: Rendering with softimage XSI Vol.1 A nice set of tutorials.
I'm at second Tutorial, the Dungeon, and here starts my problems: in the video tutorial, they use a Sky Shader (under Render>Pass>Edit), the first issue is about difference from object tabs: I have a different tab for my sun light, in video they have a standard light tab (with all the usually sliders like Umbra, intensity, angle ecc.) all under tab "soft light", in my sun light tab (this new light is automatically called XSI Physical Sun), I have not the usual Soft light tab with all the usual parameter, but a new tab and its name is Physical Sun Mia. My render is more darker then video tutorial example, I have different parameter (some like Haze and Red Blue shift cannot be cage and turn automatically zero) and, most important I can add other lights but no one appears in my render regardless the setting I doing (no effect if I add a high intensity value, or umbra or other), work only the Sun Light (and it is really too low and poor light). I have Softiamge 2011, tutorials are based on Softimage 7
Any idea about?
Thanks in advance

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 Post subject: Re: Sky Shader issue
PostPosted: 13 Jan 2011, 11:34 
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There have been changes in the sky/sun setup since v7, so that explains the difference in PPG layout and light behavior.

This shouldn't be any problem following the tutorial though, workflow will be mopre or less the same.
For the sunlight, the Haze and other parameters in the light are linked to the same parameters in the Sky system, so they work together.
That's why you cannot change them, the '=' in the animate widget will tell you this.

Regarding the dark renders have a look at these things:
- Are you rendering with FG turned on? If not, that will explain some of the issues.
- Also, the new settings in 2011 will add a tonemapper to the camera.
- Do you have the 'linear rendering' settings turned on in SI?

All these things are interconnected and have a big influence on your render.

I also recommend reading the part on the Sun/Sky bit in the mental ray PDF on the 'Architectural and Design Visualization Shader Library'. It's part of the SI install, or get the latest version at the mentalray website.

rob

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 Post subject: Re: Sky Shader issue
PostPosted: 13 Jan 2011, 12:16 
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Joined: 30 May 2010, 22:54
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Thanks Rob for your time :)
I read the Help guide but under the Physical Shader Mia, and there is no answer about my issue (why cannot cage the Sun light intensity and why cannot render other lights)

Quote:
This shouldn't be any problem following the tutorial though, workflow will be mopre or less the same.


Unfortunately no, this cage. In this tutorial after applying the sun sky, they add another Spot Light. I cannot use the spot light (or other light), because SI don't render it, regardless its setting.

Quote:
Regarding the dark renders have a look at these things:
- Are you rendering with FG turned on? If not, that will explain some of the issues.
- Also, the new settings in 2011 will add a tonemapper to the camera.
- Do you have the 'linear rendering' settings turned on in SI?


- FG turn on or off don't cage the result (this confusing me)
- I don't know what is tone mapper, a fast search in F1 help PDF tell me it is a camera material, but in my render tree camera has not this node.
- Again, sorry, I'm a newbie, so don't know what is or where is linear rendering... if search on PDF guide I find too many voice about (render is a too used word)

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 Post subject: Re: Sky Shader issue
PostPosted: 13 Jan 2011, 12:22 
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Location: Close to The Hague, Netherlands
Hi Nizar,

A lot of questions with no simple answers I'm afraid. I'm quite busy atm, so I don't really have time to go into all this any deeper.
I'll have a look into it upcoming weekend if you can wait that long, and provide you with some links and more detailed information.

In the meantime you can follow the link in my footer for some info on linear rendering etc.

rob

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 Post subject: Re: Sky Shader issue
PostPosted: 13 Jan 2011, 13:22 
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Hi, don't worry, I will try again and take a look at your site.

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 Post subject: Re: Sky Shader issue
PostPosted: 13 Jan 2011, 14:43 
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I think Max' post ("Reply #1") in this thread over at XSIBase might help you understand the "render other lights" issue a little better.
Two notable additions to the Physical Sky/Sun setup in SI2011 are AFAIK a change of shader for the physical sun (this was a "normal" soft light, but now is a "Physical Sun (mia)") and the fact that the setup "automagically" adds a "Photographic Exposure (mia)" to the lens shader stack of the selected pass.
;)

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 Post subject: Re: Sky Shader issue
PostPosted: 14 Jan 2011, 14:24 
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Yes, it is exactly my issue :D
Thanks very much Hirazi! You save too many time :D

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 Post subject: Re: Sky Shader issue
PostPosted: 16 Jan 2011, 13:16 
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Hi again. I found another issue in Dungeon Tutorial (video 2):
volumic area light, when apply this effect (from Render>Get>Property) we don't see nothing, regardless our setting (reflection, map size or other). Cannot use this in a scene where applied Physical Sky?
And SI give us a strange "orange" message in low bar: RC warn 0.4 area light ignored.

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 Post subject: Re: Sky Shader issue
PostPosted: 17 Jan 2011, 11:26 
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Hi Nizar,

I'll try to have a look at it today and see if I can translate the old to the new ;)

rob

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 Post subject: Re: Sky Shader issue
PostPosted: 17 Jan 2011, 14:02 
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Hi Rork
thanks very much for your interest :D
I found this thread on XSI Base, a usual, useful post by Max:
http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=43237;start=0#msg273923
If I try to separate in a different render pass the light it may work, but physical Sky look really hard to master if you want add non natural effect.

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