Re: Arnold shaders, interactive oppacity on Alpha?

2016-06-06 Thread Pierre Schiller
Yes, there was no alpha at all. Fixed by:

1. Applied Arnold geometry properties , and unchecking Opaque (checked by
default on all geo when using Arnold)
With that, "Opacity" parameter on a Standard shader can be used to drive
the opacity on the entire geometry

2. Played with the transparency with the Refractive = 1 and set the IOR as
desired.

3. Finally I could do a render on .exr with "RGBA" option enabled (I missed
it on .PNG because it´s not float)

Then I got clean and crisp alpha as desired with Transparent objects
(refractive issue) with no probs at all.

Thanks team!

On Mon, Jun 6, 2016 at 10:33 AM, Schoenberger  wrote:

>
> Ah, ok.  So the issue was not no alpha for refractive objects, it was no
> alpha at all?
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Pierre Schiller
> *Sent:* Monday, June 06, 2016 5:21 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Arnold shaders, interactive oppacity on Alpha?
>
> THANK YOU ORLANDO! deng! the most obvious thing! Yep, I´m reading alpha
> now.
> Cheers.
>
>
>
> On Mon, Jun 6, 2016 at 9:39 AM, Orlando Esponda  > wrote:
>
>> Are you sure your framebuffer is set to RGBA?  Sounds like you have it
>> set to RGB only.
>>
>> El lun., jun. 6, 2016 12:01 AM, Pierre Schiller <
>> activemotionpictu...@gmail.com> escribió:
>>
>>> I don´t understand something: If I use the PREVIEW button on Render
>>> >Render>Preview, I save the picture as .png and IT COMES with an alpha
>>> ready channel.
>>>
>>> But if I render a series of images as .png the background comes with NO
>>> ALPHA.
>>>
>>> Ok, I´m very confused now. Why can´t I get an alpha straight out from a
>>> sequence .png?
>>>
>>> Thanks.
>>>
>>>
>>> On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
>>>> So, to get my "transparent bk" I should set a gigantic grid on the
>>>> entire background with the color I desire?
>>>> Wait, then, how doable is it to work with alpha with arnold directly
>>>> from render?
>>>> I´m figuring I can pull out a key (by doing another "solid" constant
>>>> white shader, assign it to a pass with all the objects
>>>> and rendering on MR, but that is not a solution since arnold as such
>>>> should handle transparency all from a single render.
>>>>
>>>> The objective is to have a set of furniture rendered WITH an alpha
>>>> channel. How can I accomplish that?
>>>> Help please.
>>>>
>>>> Thanks.
>>>>
>>>>
>>>> On Tue, May 31, 2016 at 4:49 AM, Schoenberger 
>>>> wrote:
>>>>
>>>>> And with an environment shader, you can even use a ray switch to
>>>>> choose different colors for refraction and transparency.
>>>>> (you might need to turn on the sprite mode transparency in my shaders)
>>>>>
>>>>> Holger Schönberger
>>>>> technical director
>>>>> The day has 24 hours, if that does not suffice, I will take the night
>>>>>
>>>>>
>>>>> --
>>>>> *From:* Schoenberger [mailto:x...@digidragon.de]
>>>>> *Sent:* Tuesday, May 31, 2016 11:46 AM
>>>>> *To:* 'softimage@listproc.autodesk.com'
>>>>> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>>>>>
>>>>>
>>>>> >No alpha on arnold. What?!
>>>>> No option in the shader to choose color+alpha if the refraction depth
>>>>> hits the limit or if the ray leaves the scene.
>>>>> In SI+ MRay, you can set an environment shader per object or pass to
>>>>> set the color+alpha, which is by default 0/0/0/0.
>>>>>
>>>>>
>>>>> Holger Schönberger
>>>>> technical director
>>>>> The day has 24 hours, if that does not suffice, I will take the night
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to c

RE: Arnold shaders, interactive oppacity on Alpha?

2016-06-06 Thread Schoenberger
 
Ah, ok.  So the issue was not no alpha for refractive objects, it was no alpha 
at all?
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 



  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: Monday, June 06, 2016 5:21 PM
To: softimage@listproc.autodesk.com
Subject: Re: Arnold shaders, interactive oppacity on Alpha?


THANK YOU ORLANDO! deng! the most obvious thing! Yep, I´m reading alpha now.

Cheers.





On Mon, Jun 6, 2016 at 9:39 AM, Orlando Esponda  
wrote:


Are you sure your framebuffer is set to RGBA?  Sounds like you have it set to 
RGB only. 



El lun., jun. 6, 2016 12:01 AM, Pierre Schiller 
 escribió:


I don´t understand something: If I use the PREVIEW button on Render 
>Render>Preview, I save the picture as .png and IT COMES with an
alpha ready channel.


But if I render a series of images as .png the background comes with NO ALPHA.


Ok, I´m very confused now. Why can´t I get an alpha straight out from a 
sequence .png?


Thanks.



On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller 
 wrote:


So, to get my "transparent bk" I should set a gigantic grid on the entire 
background with the color I desire?

Wait, then, how doable is it to work with alpha with arnold directly from 
render?

I´m figuring I can pull out a key (by doing another "solid" constant white 
shader, assign it to a pass with all the objects

and rendering on MR, but that is not a solution since arnold as such should 
handle transparency all from a single render.


The objective is to have a set of furniture rendered WITH an alpha channel. How 
can I accomplish that?

Help please.


Thanks.



On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:



And with an environment shader, you can even use a ray switch to choose 
different colors for refraction and transparency.
(you might need to turn on the sprite mode transparency in my shaders)

 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: Schoenberger [mailto:x...@digidragon.de] 
Sent: Tuesday, May 31, 2016 11:46 AM
To: 'softimage@listproc.autodesk.com'
Subject: RE: Arnold shaders, interactive oppacity on Alpha?



 
>No alpha on arnold. What?!

No option in the shader to choose color+alpha if the refraction depth hits the 
limit or if the ray leaves the scene.
In SI+ MRay, you can set an environment shader per object or pass to set the 
color+alpha, which is by default 0/0/0/0.
 
 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night



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RE: Arnold shaders, interactive oppacity on Alpha?

2016-06-06 Thread Schoenberger
Hi
 
In short: As I said in my first post, you have to use one of the Binary Alchemy 
shaders.
They work the same as Mental Ray shaders. You get a transparent alpha.

 
>I should set a gigantic grid on the entire background with the color I desire?
No. Ok, a bit more explanation:
 
I am talking about the environment shader, not an object.
In Softimage, you can assign an environment shader in your render tree or in 
your pass:
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/tex_maps_CreatingaReflectionEnvironmentM
ap.htm,topicNumber=d30e360710
 
 
In your case you do not want an environment shader.
If you do not set an environment shader, then the default is RGBA= 0/0/0/0.
This is how MRay works in your Softimage scene. 
If a ray is refracted and hits the refraction depth limit or exits the 
refractive object, then you get the black environment with 0
alpha.
 
 
Solidangle has a different thought. A refractive object like glass does not 
show exactly what's behind the object, the environment
is distorted. Using an environment shader like a photo results in a wrong 
output. Therefore they decided to make the alpha not
transparent.
I assume some compositor wanted it that way.
In my eyes it is the wrong decision, I have used a transparent alpha in comp 
even for reflections. And with the MRay env shader the
user can decide what kind of alpha he wants. With the Solidangle approach you 
cannot decide.
 
 
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: Monday, June 06, 2016 1:01 AM
To: softimage@listproc.autodesk.com
Subject: Re: Arnold shaders, interactive oppacity on Alpha?


So, to get my "transparent bk" I should set a gigantic grid on the entire 
background with the color I desire?

Wait, then, how doable is it to work with alpha with arnold directly from 
render?

I´m figuring I can pull out a key (by doing another "solid" constant white 
shader, assign it to a pass with all the objects

and rendering on MR, but that is not a solution since arnold as such should 
handle transparency all from a single render.


The objective is to have a set of furniture rendered WITH an alpha channel. How 
can I accomplish that?

Help please.


Thanks.



On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:



And with an environment shader, you can even use a ray switch to choose 
different colors for refraction and transparency.
(you might need to turn on the sprite mode transparency in my shaders)

 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 

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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Arnold shaders, interactive oppacity on Alpha?

2016-06-06 Thread Pierre Schiller
THANK YOU ORLANDO! deng! the most obvious thing! Yep, I´m reading alpha now.
Cheers.



On Mon, Jun 6, 2016 at 9:39 AM, Orlando Esponda 
wrote:

> Are you sure your framebuffer is set to RGBA?  Sounds like you have it set
> to RGB only.
>
> El lun., jun. 6, 2016 12:01 AM, Pierre Schiller <
> activemotionpictu...@gmail.com> escribió:
>
>> I don´t understand something: If I use the PREVIEW button on Render
>> >Render>Preview, I save the picture as .png and IT COMES with an alpha
>> ready channel.
>>
>> But if I render a series of images as .png the background comes with NO
>> ALPHA.
>>
>> Ok, I´m very confused now. Why can´t I get an alpha straight out from a
>> sequence .png?
>>
>> Thanks.
>>
>>
>> On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> So, to get my "transparent bk" I should set a gigantic grid on the
>>> entire background with the color I desire?
>>> Wait, then, how doable is it to work with alpha with arnold directly
>>> from render?
>>> I´m figuring I can pull out a key (by doing another "solid" constant
>>> white shader, assign it to a pass with all the objects
>>> and rendering on MR, but that is not a solution since arnold as such
>>> should handle transparency all from a single render.
>>>
>>> The objective is to have a set of furniture rendered WITH an alpha
>>> channel. How can I accomplish that?
>>> Help please.
>>>
>>> Thanks.
>>>
>>>
>>> On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:
>>>
>>>> And with an environment shader, you can even use a ray switch to choose
>>>> different colors for refraction and transparency.
>>>> (you might need to turn on the sprite mode transparency in my shaders)
>>>>
>>>> Holger Schönberger
>>>> technical director
>>>> The day has 24 hours, if that does not suffice, I will take the night
>>>>
>>>>
>>>> --
>>>> *From:* Schoenberger [mailto:x...@digidragon.de]
>>>> *Sent:* Tuesday, May 31, 2016 11:46 AM
>>>> *To:* 'softimage@listproc.autodesk.com'
>>>> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>>>>
>>>>
>>>> >No alpha on arnold. What?!
>>>> No option in the shader to choose color+alpha if the refraction depth
>>>> hits the limit or if the ray leaves the scene.
>>>> In SI+ MRay, you can set an environment shader per object or pass to
>>>> set the color+alpha, which is by default 0/0/0/0.
>>>>
>>>>
>>>> Holger Schönberger
>>>> technical director
>>>> The day has 24 hours, if that does not suffice, I will take the night
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>>
>>> --
>>> Portfolio 2013 <http://be.net/3dcinetv>
>>> Cinema & TV production
>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>
>>
>>
>>
>> --
>> Portfolio 2013 <http://be.net/3dcinetv>
>> Cinema & TV production
>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Arnold shaders, interactive oppacity on Alpha?

2016-06-06 Thread Orlando Esponda
Are you sure your framebuffer is set to RGBA?  Sounds like you have it set
to RGB only.

El lun., jun. 6, 2016 12:01 AM, Pierre Schiller <
activemotionpictu...@gmail.com> escribió:

> I don´t understand something: If I use the PREVIEW button on Render
> >Render>Preview, I save the picture as .png and IT COMES with an alpha
> ready channel.
>
> But if I render a series of images as .png the background comes with NO
> ALPHA.
>
> Ok, I´m very confused now. Why can´t I get an alpha straight out from a
> sequence .png?
>
> Thanks.
>
>
> On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> So, to get my "transparent bk" I should set a gigantic grid on the entire
>> background with the color I desire?
>> Wait, then, how doable is it to work with alpha with arnold directly from
>> render?
>> I´m figuring I can pull out a key (by doing another "solid" constant
>> white shader, assign it to a pass with all the objects
>> and rendering on MR, but that is not a solution since arnold as such
>> should handle transparency all from a single render.
>>
>> The objective is to have a set of furniture rendered WITH an alpha
>> channel. How can I accomplish that?
>> Help please.
>>
>> Thanks.
>>
>>
>> On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:
>>
>>> And with an environment shader, you can even use a ray switch to choose
>>> different colors for refraction and transparency.
>>> (you might need to turn on the sprite mode transparency in my shaders)
>>>
>>> Holger Schönberger
>>> technical director
>>> The day has 24 hours, if that does not suffice, I will take the night
>>>
>>>
>>> --
>>> *From:* Schoenberger [mailto:x...@digidragon.de]
>>> *Sent:* Tuesday, May 31, 2016 11:46 AM
>>> *To:* 'softimage@listproc.autodesk.com'
>>> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>>>
>>>
>>> >No alpha on arnold. What?!
>>> No option in the shader to choose color+alpha if the refraction depth
>>> hits the limit or if the ray leaves the scene.
>>> In SI+ MRay, you can set an environment shader per object or pass to set
>>> the color+alpha, which is by default 0/0/0/0.
>>>
>>>
>>> Holger Schönberger
>>> technical director
>>> The day has 24 hours, if that does not suffice, I will take the night
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Portfolio 2013 <http://be.net/3dcinetv>
>> Cinema & TV production
>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>
>
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Arnold shaders, interactive oppacity on Alpha?

2016-06-05 Thread Pierre Schiller
I don´t understand something: If I use the PREVIEW button on Render
>Render>Preview, I save the picture as .png and IT COMES with an alpha
ready channel.

But if I render a series of images as .png the background comes with NO
ALPHA.

Ok, I´m very confused now. Why can´t I get an alpha straight out from a
sequence .png?

Thanks.


On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> So, to get my "transparent bk" I should set a gigantic grid on the entire
> background with the color I desire?
> Wait, then, how doable is it to work with alpha with arnold directly from
> render?
> I´m figuring I can pull out a key (by doing another "solid" constant white
> shader, assign it to a pass with all the objects
> and rendering on MR, but that is not a solution since arnold as such
> should handle transparency all from a single render.
>
> The objective is to have a set of furniture rendered WITH an alpha
> channel. How can I accomplish that?
> Help please.
>
> Thanks.
>
>
> On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:
>
>> And with an environment shader, you can even use a ray switch to choose
>> different colors for refraction and transparency.
>> (you might need to turn on the sprite mode transparency in my shaders)
>>
>> Holger Schönberger
>> technical director
>> The day has 24 hours, if that does not suffice, I will take the night
>>
>>
>> --
>> *From:* Schoenberger [mailto:x...@digidragon.de]
>> *Sent:* Tuesday, May 31, 2016 11:46 AM
>> *To:* 'softimage@listproc.autodesk.com'
>> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>>
>>
>> >No alpha on arnold. What?!
>> No option in the shader to choose color+alpha if the refraction depth
>> hits the limit or if the ray leaves the scene.
>> In SI+ MRay, you can set an environment shader per object or pass to set
>> the color+alpha, which is by default 0/0/0/0.
>>
>>
>> Holger Schönberger
>> technical director
>> The day has 24 hours, if that does not suffice, I will take the night
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>



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"unsubscribe" in the subject, and reply to confirm.

Re: Arnold shaders, interactive oppacity on Alpha?

2016-06-05 Thread Pierre Schiller
So, to get my "transparent bk" I should set a gigantic grid on the entire
background with the color I desire?
Wait, then, how doable is it to work with alpha with arnold directly from
render?
I´m figuring I can pull out a key (by doing another "solid" constant white
shader, assign it to a pass with all the objects
and rendering on MR, but that is not a solution since arnold as such should
handle transparency all from a single render.

The objective is to have a set of furniture rendered WITH an alpha channel.
How can I accomplish that?
Help please.

Thanks.


On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:

> And with an environment shader, you can even use a ray switch to choose
> different colors for refraction and transparency.
> (you might need to turn on the sprite mode transparency in my shaders)
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> --
> *From:* Schoenberger [mailto:x...@digidragon.de]
> *Sent:* Tuesday, May 31, 2016 11:46 AM
> *To:* 'softimage@listproc.autodesk.com'
> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>
>
> >No alpha on arnold. What?!
> No option in the shader to choose color+alpha if the refraction depth hits
> the limit or if the ray leaves the scene.
> In SI+ MRay, you can set an environment shader per object or pass to set
> the color+alpha, which is by default 0/0/0/0.
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
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Video Reel <https://vimeo.com/3dcinetv/reel2012>
--
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"unsubscribe" in the subject, and reply to confirm.

RE: Arnold shaders, interactive oppacity on Alpha?

2016-05-31 Thread Schoenberger
And with an environment shader, you can even use a ray switch to choose 
different colors for refraction and transparency.
(you might need to turn on the sprite mode transparency in my shaders)
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: Schoenberger [mailto:x...@digidragon.de] 
Sent: Tuesday, May 31, 2016 11:46 AM
To: 'softimage@listproc.autodesk.com'
Subject: RE: Arnold shaders, interactive oppacity on Alpha?


 
>No alpha on arnold. What?!
No option in the shader to choose color+alpha if the refraction depth hits the 
limit or if the ray leaves the scene.
In SI+ MRay, you can set an environment shader per object or pass to set the 
color+alpha, which is by default 0/0/0/0.
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night


--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Arnold shaders, interactive oppacity on Alpha?

2016-05-31 Thread Schoenberger
 
>No alpha on arnold. What?!
No option in the shader to choose color+alpha if the refraction depth hits the 
limit or if the ray leaves the scene.
In SI+ MRay, you can set an environment shader per object or pass to set the 
color+alpha, which is by default 0/0/0/0.
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: Monday, May 30, 2016 6:30 PM
To: softimage@listproc.autodesk.com
Subject: RE: Arnold shaders, interactive oppacity on Alpha?



No alpha on arnold. What?!

On May 30, 2016 6:50 AM, "Schoenberger"  wrote:



You might want to use an Binary Alchemy shader. e.g. the BA_color_switcher.
I have never liked that Arnold has no option for the alpha.
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night


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Re: Arnold shaders, interactive oppacity on Alpha?

2016-05-31 Thread Stephen Blair
Refraction is the bending of light, not transparency. You won't see
refraction propagated through to the alpha channel.

On Mon, May 30, 2016 at 12:29 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> No alpha on arnold. What?!
> On May 30, 2016 6:50 AM, "Schoenberger"  wrote:
>
>> You might want to use an Binary Alchemy shader. e.g. the
>> BA_color_switcher.
>> I have never liked that Arnold has no option for the alpha.
>>
>>
>> Holger Schönberger
>> technical director
>> The day has 24 hours, if that does not suffice, I will take the night
>>
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Pierre Schiller
>> *Sent:* Friday, May 27, 2016 5:56 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Arnold shaders, interactive oppacity on Alpha?
>>
>> Hello Softimagers! :D
>>
>> I´ve been doing some quick test renders on arnold and I happen to come
>> around a dead end:
>> I know arnold property has to have "opaque" unchecked on the geometry in
>> order to work the transparency from the shader (on the Refraction Scale = 1
>> to be fully transparent, also I switched Diffuse Scale = 0).
>>
>> But when I preview alpha on the image, I still get an opaque geometry.
>>
>> The general idea, should be that by driving a % value, I can decrease the
>> opacity on the mesh gradually via the arnold standard shader.
>>
>> Is there an easier way to do this?
>> Please help.
>> Thanks.
>>
>>
>> --
>> Portfolio 2013 <http://be.net/3dcinetv>
>> Cinema & TV production
>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
> --
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RE: Arnold shaders, interactive oppacity on Alpha?

2016-05-30 Thread Pierre Schiller
No alpha on arnold. What?!
On May 30, 2016 6:50 AM, "Schoenberger"  wrote:

> You might want to use an Binary Alchemy shader. e.g. the
> BA_color_switcher.
> I have never liked that Arnold has no option for the alpha.
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Pierre Schiller
> *Sent:* Friday, May 27, 2016 5:56 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Arnold shaders, interactive oppacity on Alpha?
>
> Hello Softimagers! :D
>
> I´ve been doing some quick test renders on arnold and I happen to come
> around a dead end:
> I know arnold property has to have "opaque" unchecked on the geometry in
> order to work the transparency from the shader (on the Refraction Scale = 1
> to be fully transparent, also I switched Diffuse Scale = 0).
>
> But when I preview alpha on the image, I still get an opaque geometry.
>
> The general idea, should be that by driving a % value, I can decrease the
> opacity on the mesh gradually via the arnold standard shader.
>
> Is there an easier way to do this?
> Please help.
> Thanks.
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Softimage Mailing List.
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RE: Arnold shaders, interactive oppacity on Alpha?

2016-05-30 Thread Schoenberger
You might want to use an Binary Alchemy shader. e.g. the BA_color_switcher.
I have never liked that Arnold has no option for the alpha.
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: Friday, May 27, 2016 5:56 PM
To: softimage@listproc.autodesk.com
Subject: Arnold shaders, interactive oppacity on Alpha?


Hello Softimagers! :D


I´ve been doing some quick test renders on arnold and I happen to come around a 
dead end:

I know arnold property has to have "opaque" unchecked on the geometry in order 
to work the transparency from the shader (on the
Refraction Scale = 1 to be fully transparent, also I switched Diffuse Scale = 
0).


But when I preview alpha on the image, I still get an opaque geometry.


The general idea, should be that by driving a % value, I can decrease the 
opacity on the mesh gradually via the arnold standard
shader.


Is there an easier way to do this?

Please help.
Thanks.



-- 

 <http://be.net/3dcinetv> Portfolio 2013

Cinema & TV production
Video  <https://vimeo.com/3dcinetv/reel2012> Reel

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Re: Arnold shaders, interactive oppacity on Alpha?

2016-05-29 Thread Pierre Schiller
Thank you. I finally got an alpha animated through Oppacity (I read the
manual). Working great. I made a .png sequence and I get a solid black
background color and no alpha channel. So I do get geometry with animated
transparency (desired) but composed against a solid black background color
(where is the alpha?).
Do I automatically get no background color when I render floats? (.exr?)

Thanks.
On May 27, 2016 12:01 PM, "Oscar Juarez"  wrote:

> That is something that Arnold has never done, Refraction always comes with
> solid alpha. Opacity on the other hand works as you want but probably is
> not what you are after. The way to handle this is to render with your
> background in 3d so it's seen through the refraction.
>
>
>
> On Fri, May 27, 2016 at 5:56 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Hello Softimagers! :D
>>
>> I´ve been doing some quick test renders on arnold and I happen to come
>> around a dead end:
>> I know arnold property has to have "opaque" unchecked on the geometry in
>> order to work the transparency from the shader (on the Refraction Scale = 1
>> to be fully transparent, also I switched Diffuse Scale = 0).
>>
>> But when I preview alpha on the image, I still get an opaque geometry.
>>
>> The general idea, should be that by driving a % value, I can decrease the
>> opacity on the mesh gradually via the arnold standard shader.
>>
>> Is there an easier way to do this?
>> Please help.
>> Thanks.
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Arnold shaders, interactive oppacity on Alpha?

2016-05-27 Thread Oscar Juarez
That is something that Arnold has never done, Refraction always comes with
solid alpha. Opacity on the other hand works as you want but probably is
not what you are after. The way to handle this is to render with your
background in 3d so it's seen through the refraction.



On Fri, May 27, 2016 at 5:56 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hello Softimagers! :D
>
> I´ve been doing some quick test renders on arnold and I happen to come
> around a dead end:
> I know arnold property has to have "opaque" unchecked on the geometry in
> order to work the transparency from the shader (on the Refraction Scale = 1
> to be fully transparent, also I switched Diffuse Scale = 0).
>
> But when I preview alpha on the image, I still get an opaque geometry.
>
> The general idea, should be that by driving a % value, I can decrease the
> opacity on the mesh gradually via the arnold standard shader.
>
> Is there an easier way to do this?
> Please help.
> Thanks.
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Softimage Mailing List.
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Arnold shaders, interactive oppacity on Alpha?

2016-05-27 Thread Pierre Schiller
Hello Softimagers! :D

I´ve been doing some quick test renders on arnold and I happen to come
around a dead end:
I know arnold property has to have "opaque" unchecked on the geometry in
order to work the transparency from the shader (on the Refraction Scale = 1
to be fully transparent, also I switched Diffuse Scale = 0).

But when I preview alpha on the image, I still get an opaque geometry.

The general idea, should be that by driving a % value, I can decrease the
opacity on the mesh gradually via the arnold standard shader.

Is there an easier way to do this?
Please help.
Thanks.


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 
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