Hello people.
I tried to put my glass object inside a sphere which had a scalar state shader which return raylength.
My glass object has slight variations of grey on the borders somehow like an incidence shader. So it seems that is working, some rays travel further than others.
But when i try to add a zdefocus in post it's not looking right. i think in the real world some objects with refraction act as a lens and therefore you can't make a sharp image of the background through them when very near with a camera. Am i right? like a bottle for example.
What would be the method to compute realistic DOF with a glass object?
I guess you would have to separate specular and refraction and apply a different shader to each one. But the scalar state with a change range doesn't seem to work.
Any ideas?
Thanks.
how do I compute a refraction pass for DOF?
Re: how do I compute a refraction pass for DOF?
Maybe it will help
(Shaders_p 3.3 for XSI with shaders_p.dll from Maya`s package work fine)
(Shaders_p 3.3 for XSI with shaders_p.dll from Maya`s package work fine)
Re: how do I compute a refraction pass for DOF?
ah yes thank you, I remember having tried that once.
but the refraction with the same IOR was different than the beauty pass, so couldn't use it.
Remember reading here recently someone having problems with that kind of shader, returning black for IOR different than 1. Don't know if it was the same.
but the refraction with the same IOR was different than the beauty pass, so couldn't use it.
Remember reading here recently someone having problems with that kind of shader, returning black for IOR different than 1. Don't know if it was the same.
Re: how do I compute a refraction pass for DOF?
EDIT: wrong thread...
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