![]() ![]() It seems that setting Oi affects the overall transparency of the object, letting objects behind through, and you can’t use the alpha keyword directly within a shader (like the 3DL/BMRT examples do) or the shaders won’t compile. I’ve figured out how to capture shadow data, even add an AO pass within a shader with its own custom multiplier etc etc, but outputting a decent alpha channel seems to be quite a trick, while still matting out objects (but with alpha 0) behind the surface with the shader attached. I think they’re just assuming you’d output AOVs and just handle everything in comp. SL shader declaration might be more difficult than I’d assumed… mostly because the PRMan workflow is just different. So, I’ve dug into RSL a bit since returning from Siggraph, and I’m starting to realize that creating a Use Background type shader as an. Going to dive headfirst into learning to write shaders & get my hands dirty with Renderman in earnest over next week… I’ll be dragging a book or two to Siggraph with me. I was looking at 35-90 minutes a frame depending on the technique between MR/Maya hair and Shave’s various methods for this particular project, and they didn’t look anywhere near as good. 4 minute rendertimes with insane long hair counts at 720p don’t suck, either. I was pretty blown away how good I was able to make fur/hair look knowing almost nothing going in.
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