Re: Camera pass overrides?

2014-03-07 Thread Morten Bartholdy
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
:

> 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
> > 
> > 
> 
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Re: Camera pass overrides?

2014-03-06 Thread Lp3dsoft
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  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
>> 
>> 
> 



RE: Camera pass overrides?

2014-03-06 Thread Andi Farhall
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", "MeshSurface"SetValue "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_overider"SIAddCustomParameter 
"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 "cube"CreatePartitionAddProp "Override"SIAddEntryToOverride 
"Passes.Default_Pass.Partition.Override", 
"cube.ambient_overider.red,cube.ambient_overider.blue,cube.ambient_overider.green"SelectObj
 "cube.ambient_overider"SetMarking "red"CopyPaste "cube.ambient_overider.red", 
, "cube.AmbientLighting.ambience.red", 1SetMarking "blue"CopyPaste 
"cube.ambient_overider.blue", , "cube.AmbientLighting.ambience.blue", 
1SetMarking "green"CopyPaste "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/
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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  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
   
  
  
   

 


   
  
  
   

 


   
  
  
 





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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


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Re: Camera pass overrides?

2014-03-06 Thread Orlando Esponda
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 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


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Re: Camera pass overrides?

2014-03-06 Thread Francois Lord
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