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
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www.fluid-pictures.com
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Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

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