What do you mean by precaching the whole scene ?

However if there is a way to hide the pointclouds in the lightmap stage and
unhidding them in the tile rendering stage it would be perfect. (all this
in a single pass).

2012/8/14 Vladimir Jankijevic <vladi...@elefantstudios.ch>

> 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 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 sphere material), those rays hit the ICE Cloud Particle, and MR call
>> the ICE Cloud Particle's geoshader / material for each ray. Even if I can
>> put a completely transparent shadow shader on the ICE Cloud, which solve
>> the problem of the color illumination, those calls are time consuming : the
>> lightmap computation is more than 1000 slower when the ICE Particle is
>> present.
>>
>> So yes, maybe if I could put a custom attribute (like the classic
>> visibility flags) on ICE Clouds which tells to MR to simply ignore them
>> when casting ray in lightmap stage (the rays would traverse them as they
>> wouldn't exist), it would be perfect, but I don't know how to do it. But I
>> am not sure, maybe I ask something that the translator or even MR don't
>> allow ?
>>
>> Rémi
>>
>>
>> 2012/8/14 Chris Chia <chris.c...@autodesk.com>
>>
>>> 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" <arqu...@gmail.com<mailto:
>>> arqu...@gmail.com>> wrote:
>>>
>>> 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 the global rendering into two
>>> consecutive stages :
>>>
>>> Stage 1 - Lightmap computation. The lightmaps, applied on polygon meshes
>>> compute some custom user data (whatever) and store them into ram.
>>> Stage 2 - Tile Rendering. Other shaders read the custom user data from
>>> ram and use it for final illumination of the ICE Particle Clouds.
>>>
>>> In stage 1, the ICE Particle cloud *must not* be presents for casting
>>> ray speed optimization.
>>> In stage 2, the ICE Particle cloud *need* to be present since they are
>>> visible by all rays.
>>>
>>>
>>> 2012/8/14 Chris Chia <chris.c...@autodesk.com<mailto:
>>> chris.c...@autodesk.com>>
>>> 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.com<mailto:
>>> arqu...@gmail.com><mailto:arqu...@gmail.com<mailto:arqu...@gmail.com>>>
>>> wrote:
>>>
>>> Thank you Chris
>>>
>>> Breaking the scene into two passes would solve that specific problem but
>>> :
>>>
>>> 1/ Our custom lightmap shader creates custom data (mental ray point
>>> clouds, not maps) and keep them into ram. It would be inefficient to save
>>> them then reload them using hard disk.
>>>
>>> 2/ We already use passes in our workflow and it would complicate it to
>>> add other ones just for a shader. We need something "transparent" in the
>>> user side.
>>>
>>>
>>>
>>> 2012/8/14 Chris Chia <chris.c...@autodesk.com<mailto:
>>> chris.c...@autodesk.com><mailto:chris.c...@autodesk.com<mailto:
>>> chris.c...@autodesk.com>>>
>>> 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<mailto:
>>> arqu...@gmail.com><mailto:arqu...@gmail.com<mailto: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 like that some of ICE particle
>>> clouds not be seen by object beeing sampled (for reflection rays and shadow
>>> rays for example).
>>> >
>>> > I have tried combining a mip_rayswitch_stage plus a transparent shader
>>> for the lightmapping rays on the particle material. It works, *but*, the
>>> presence of the clouds considerably slow down the lightmap rendering stage
>>> since the particles are still hit (by shadows and secondary rays and for
>>> nothing). A "rendering lightmap visibilty flag" excluding the cloud for
>>> real would be perfect, but doesn't seem to exist.
>>> >
>>> > Any idea ?
>>> >
>>> > I could write some custom MR shaders and custom plugins if necessary.
>>> >
>>> > Thank you for help
>>> >
>>> > Rémi
>>>
>>>
>>>
>>
>
>
> --
> ---------------------------------------
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---------------------------------------
>

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