Yes. But the idea is
1/ not use disk. Keep all lightmaps data in memory, for avoiding saves,
loads and other disk related problems.
2/ simplify the scene setup at the maximum. The custom shader shlould be as
robust and simple to use. It would be heavy for the workflow here at the
studio to add
Why can't you break your scene into passes? With the point cloud hidden in the
light map pass?
Chris
On 13 Aug, 2012, at 10:20 PM, Rémi ARQUIER arqu...@gmail.com wrote:
Hi list
I would like to know if it is possible to exclude objects in the ligtmap
rendering stage. Specificaly I would
My qn is: why does your point cloud need to exist in your 'light map' pass? Do
you mean that the point cloud still needs to be rendered but not evaluated for
light map?
Clear my doubt...
Chris
On 14 Aug, 2012, at 8:39 PM, Rémi ARQUIER
arqu...@gmail.commailto:arqu...@gmail.com wrote:
Thank
You are right, the ICE Particles cloud are not evaluated for the lightmaps
(they don't affect lightmap illuminaton).
I would want to compute the lightmaps and the final rendering in just one
click on render. Not using two passes. Lets say that mental ray in one
click on render button decompose
What I would do is to have your lightmap algorithm look up for an custom
attribute in the scene and see what needs to be eliminated from computation?!
This would be a hack to solve your unique rendering requirement ;)
Chris
On 14 Aug, 2012, at 9:55 PM, Rémi ARQUIER
To be sure to be well understood, imagine a scene, composed of a sphere
with a ICE Cloud Particle around the sphere. The lightmap shader is only
attached to the sphere (not to the ICE Cloud). When the lightmap compute
his illumination, it casts shadow rays (and / or secondary rays depending
of the
why don't you precache the whole scene or animation with the pointcloud
hidden and then read back in the lightmaps on the final rendering?
On Tue, Aug 14, 2012 at 11:43 AM, Rémi Arquier arqu...@gmail.com wrote:
To be sure to be well understood, imagine a scene, composed of a sphere
with a ICE
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