Re: Excluding objects in lightmap rendering stage

2012-08-17 Thread Rémi Arquier
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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Chris Chia
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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Chris Chia
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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Rémi ARQUIER
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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Chris Chia
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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread 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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Vladimir Jankijevic
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