Re: Camera pass overrides?
Thanks guys - these are good suggestions. The power of this list and Soft is just awesome :/ Morten Den 6. marts 2014 kl. 15:00 skrev Orlando Esponda orlando.espo...@gmail.com: Not sure if it will work, but I barely remember a trick with an implicit object: Add an implicit object, which can actually live in a partition, add a custom parameter set and add as many parameters as you need. Connect those to the lens shader and finally override those instead of the camera directly. Again, I can't remember if that was the right way to do it, but you can try something among those lines. Orlando. On Thu, Mar 6, 2014 at 4:41 AM, Morten Bartholdy x...@colorshopvfx.dk mailto:x...@colorshopvfx.dk wrote: Life goes on and I have a quick question regarding camera overrrides. I have tried forwards and backwards now without succes - am I right in assuming I can't create a pass overrride on a camera? Camera does not want to be in a partition and so an override applied to the camera sticks there through all passes. Can someone confirm this, and is there perhaps a different way? My current workaround is to duplicate the camera and change the parameter (Ink Lens Shader) for the duplicate camera , which is not so elegant. Thanks. Morten -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden. =?fc5293b9-2244-485b-9a1f-313b65d3544d--
Camera pass overrides?
Life goes on and I have a quick question regarding camera overrrides. I have tried forwards and backwards now without succes - am I right in assuming I can't create a pass overrride on a camera? Camera does not want to be in a partition and so an override applied to the camera sticks there through all passes. Can someone confirm this, and is there perhaps a different way? My current workaround is to duplicate the camera and change the parameter (Ink Lens Shader) for the duplicate camera , which is not so elegant. Thanks. Morten
Re: Camera pass overrides?
It seems you are right, Morten. You cannot change even the angle of the camera with an override. However, if you only want to change the lens shader, there is a parameter on the pass to do this (last tab, last parameter down). You can append a camera shader or you can override it entirely. Does it do what you want? On 06-Mar-14 05:41, Morten Bartholdy wrote: Life goes on and I have a quick question regarding camera overrrides. I have tried forwards and backwards now without succes - am I right in assuming I can't create a pass overrride on a camera? Camera does not want to be in a partition and so an override applied to the camera sticks there through all passes. Can someone confirm this, and is there perhaps a different way? My current workaround is to duplicate the camera and change the parameter (Ink Lens Shader) for the duplicate camera , which is not so elegant. Thanks. Morten
Re: Camera pass overrides?
Not sure if it will work, but I barely remember a trick with an implicit object: Add an implicit object, which can actually live in a partition, add a custom parameter set and add as many parameters as you need. Connect those to the lens shader and finally override those instead of the camera directly. Again, I can't remember if that was the right way to do it, but you can try something among those lines. Orlando. On Thu, Mar 6, 2014 at 4:41 AM, Morten Bartholdy x...@colorshopvfx.dkwrote: Life goes on and I have a quick question regarding camera overrrides. I have tried forwards and backwards now without succes - am I right in assuming I can't create a pass overrride on a camera? Camera does not want to be in a partition and so an override applied to the camera sticks there through all passes. Can someone confirm this, and is there perhaps a different way? My current workaround is to duplicate the camera and change the parameter (Ink Lens Shader) for the duplicate camera , which is not so elegant. Thanks. Morten -- -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
RE: Camera pass overrides?
this was how i used to overide scene ambience in the days of mr - can't really call it a script cos it's just all clipped from the script editor! CreatePrim Cube, MeshSurfaceSetValue cube.cube.length, 0.01Translate , 0, 0, -0.005, siAbsolute, siParent, siObj, siZApplyTopoOp DeleteComponent, cube.poly[0-2,4,LAST], siUnspecified, siPersistentOperationScale , 0.01, 1, 1, siAbsolute, siParent, siObj, siXScale , 1, 0.01, 1, siAbsolute, siParent, siObj, siYScale , 1, 1, 0.01, siAbsolute, siParent, siObj, siZResetTransform , siCtr, siSRT, siXYZFreezeObjSetValue cube.visibility.primray, FalseSetValue cube.visibility.scndray, FalseSetValue cube.visibility.shdw, FalseSetValue cube.visibility.viewvis, FalseSetValue cube.visibility.rendvis, FalseSetValue cube.visibility.selectability, FalseAddProp Custom_parameter_list, , , ambient_overiderSIAddCustomParameter cube.ambient_overider, red, siDouble, 0, 0, 5, , 5, 0, 5SIAddCustomParameter cube.ambient_overider, blue, siDouble, 0, 0, 5, , 5, 0, 5SIAddCustomParameter cube.ambient_overider, green, siDouble, 0, 0, 5, , 5, 0, 5SelectObj cubeCreatePartitionAddProp OverrideSIAddEntryToOverride Passes.Default_Pass.Partition.Override, cube.ambient_overider.red,cube.ambient_overider.blue,cube.ambient_overider.greenSelectObj cube.ambient_overiderSetMarking redCopyPaste cube.ambient_overider.red, , cube.AmbientLighting.ambience.red, 1SetMarking blueCopyPaste cube.ambient_overider.blue, , cube.AmbientLighting.ambience.blue, 1SetMarking greenCopyPaste cube.ambient_overider.green, , cube.AmbientLighting.ambience.green, 1SetValue cube.Name, ambient_driver ... http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd.If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone.Please contact the sender if you believe you have received this email in error. From: orlando.espo...@gmail.com Date: Thu, 6 Mar 2014 08:00:07 -0600 Subject: Re: Camera pass overrides? To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com Not sure if it will work, but I barely remember a trick with an implicit object: Add an implicit object, which can actually live in a partition, add a custom parameter set and add as many parameters as you need. Connect those to the lens shader and finally override those instead of the camera directly. Again, I can't remember if that was the right way to do it, but you can try something among those lines. Orlando. On Thu, Mar 6, 2014 at 4:41 AM, Morten Bartholdy x...@colorshopvfx.dk wrote: Life goes on and I have a quick question regarding camera overrrides. I have tried forwards and backwards now without succes - am I right in assuming I can't create a pass overrride on a camera? Camera does not want to be in a partition and so an override applied to the camera sticks there through all passes. Can someone confirm this, and is there perhaps a different way? My current workaround is to duplicate the camera and change the parameter (Ink Lens Shader) for the duplicate camera , which is not so elegant. Thanks. Morten -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy
Re: Camera pass overrides?
Hi, Get an implicit cube. Link your camera's ink shader parameter to the visibility of the cube! Hide the cube in a partition when you don't want ink, have it visible when you do! Cheers Lawrence On 6 Mar 2014, at 13:58, Francois Lord flordli...@gmail.com wrote: It seems you are right, Morten. You cannot change even the angle of the camera with an override. However, if you only want to change the lens shader, there is a parameter on the pass to do this (last tab, last parameter down). You can append a camera shader or you can override it entirely. Does it do what you want? On 06-Mar-14 05:41, Morten Bartholdy wrote: Life goes on and I have a quick question regarding camera overrrides. I have tried forwards and backwards now without succes - am I right in assuming I can't create a pass overrride on a camera? Camera does not want to be in a partition and so an override applied to the camera sticks there through all passes. Can someone confirm this, and is there perhaps a different way? My current workaround is to duplicate the camera and change the parameter (Ink Lens Shader) for the duplicate camera , which is not so elegant. Thanks. Morten