RE: baVolume fog pass with sprites
Thanks Holger, job finished now but will keep this for future occurrences! a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger Sent: 18 March 2015 21:25 To: softimage@listproc.autodesk.com Subject: RE: baVolume fog pass with sprites You can use the BA Color Switcher. That sprite mode has a workaround for this issue with volumes or distance shaders. Afaik this is a mental Ray bug, not a bug in the SI sprite shader. 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 adrian wyer Sent: Friday, March 13, 2015 2:50 PM To: softimage@listproc.autodesk.com Subject: baVolume fog pass with sprites hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: baVolume fog pass with sprites
You can use the BA Color Switcher. That sprite mode has a workaround for this issue with volumes or distance shaders. Afaik this is a mental Ray bug, not a bug in the SI sprite shader. 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 adrian wyer Sent: Friday, March 13, 2015 2:50 PM To: softimage@listproc.autodesk.com Subject: baVolume fog pass with sprites hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: baVolume fog pass with sprites
I think Rob is right on this one - replacing the sprite shader with a constant should work (crank up the raydepth!) and should not affect the look of the volume the reason this happens is that the sprite shader is a bit of a hack: it resets the raycount when a ray enters it - so you get proper transparency for endless overlapping sprites without having to increase the raydepth - but it can create problems such as this one where volumes don’t work well with the sprite shader. -Original Message- From: adrian wyer Sent: Friday, March 13, 2015 4:54 PM To: softimage@listproc.autodesk.com Subject: RE: baVolume fog pass with sprites sprite shader on rectangle particles, using original people alphas as cutouts works fine in beauty, but not as hold out with the volume tried different volume shaders (basic fog and such) get the same incorrect render... put it down to something the sprite shader is doing with transparency rays in then end i will live without the people in the volume pass, as the final comp is degraded to look like a 1940 bw photo a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: 13 March 2015 15:22 To: softimage@listproc.autodesk.com Subject: Re: baVolume fog pass with sprites oof. which shaders you tried for the sprites? constant shader, sprite or card/opacity .? 1 of them should work. if you are using physical light or sky for rendering you may have to crank up some values in the sprite shader to 10k to get them to work as it should On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com wrote: hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: baVolume fog pass with sprites
CardOpacity might work better -- instead of the reset raycount, it uses a property called ray_continue or some such, which has fewer interactions with other things. On Fri, Mar 13, 2015 at 3:58 PM, pete...@skynet.be wrote: I think Rob is right on this one - replacing the sprite shader with a constant should work (crank up the raydepth!) and should not affect the look of the volume the reason this happens is that the sprite shader is a bit of a hack: it resets the raycount when a ray enters it - so you get proper transparency for endless overlapping sprites without having to increase the raydepth - but it can create problems such as this one where volumes don’t work well with the sprite shader. -Original Message- From: adrian wyer Sent: Friday, March 13, 2015 4:54 PM To: softimage@listproc.autodesk.com Subject: RE: baVolume fog pass with sprites sprite shader on rectangle particles, using original people alphas as cutouts works fine in beauty, but not as hold out with the volume tried different volume shaders (basic fog and such) get the same incorrect render... put it down to something the sprite shader is doing with transparency rays in then end i will live without the people in the volume pass, as the final comp is degraded to look like a 1940 bw photo a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: 13 March 2015 15:22 To: softimage@listproc.autodesk.com Subject: Re: baVolume fog pass with sprites oof. which shaders you tried for the sprites? constant shader, sprite or card/opacity .? 1 of them should work. if you are using physical light or sky for rendering you may have to crank up some values in the sprite shader to 10k to get them to work as it should On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com wrote: hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: baVolume fog pass with sprites
oof. which shaders you tried for the sprites? constant shader, sprite or card/opacity .? 1 of them should work. if you are using physical light or sky for rendering you may have to crank up some values in the sprite shader to 10k to get them to work as it should On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com wrote: hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
baVolume fog pass with sprites
hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: baVolume fog pass with sprites
sprite shader on rectangle particles, using original people alphas as cutouts works fine in beauty, but not as hold out with the volume tried different volume shaders (basic fog and such) get the same incorrect render... put it down to something the sprite shader is doing with transparency rays in then end i will live without the people in the volume pass, as the final comp is degraded to look like a 1940 bw photo a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: 13 March 2015 15:22 To: softimage@listproc.autodesk.com Subject: Re: baVolume fog pass with sprites oof. which shaders you tried for the sprites? constant shader, sprite or card/opacity .? 1 of them should work. if you are using physical light or sky for rendering you may have to crank up some values in the sprite shader to 10k to get them to work as it should On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com wrote: hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71