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 b&w 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
>
>

Reply via email to