Hi everyone,
I'm wondering if there's a way to override an object's shader for how it's seen by different rendering aspects in scene, such as reflections, refractions, i.e separate shader for object rendering, separate one for when it's seen through other object's reflection / refraction, separate diffuse contribution shader. Much like Vray Override Material, if anyone familiar.
Thanks for any ideas. I think I've probably seen some topic like that with the solution, but could be wrong. Couldn't find it.
Shader overriding for reflection, diffuse contribution, etc.
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- pbowmar
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Thanks!
Not sure how would I go that way though. I see this Ray Bounce Level VOP, is that the thing? Help card says after level 1 rays aren't those sent from camera, but reflection rays, that's cool, I could probably mix something with that. But how do I distinguish between reflections like specular and PBR diffuse contribution which I understand are some secondary rays too?
I'm sorry if not understanding something, really not an expert
Not sure how would I go that way though. I see this Ray Bounce Level VOP, is that the thing? Help card says after level 1 rays aren't those sent from camera, but reflection rays, that's cool, I could probably mix something with that. But how do I distinguish between reflections like specular and PBR diffuse contribution which I understand are some secondary rays too?
I'm sorry if not understanding something, really not an expert
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- Constantine Petrov
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Please excuse my ignorance if you open the file, I never dealt directly with vex before, so tried to mock something up in a random manner. I'm afraid I didn't use the function correctly.
What I'm trying to achieve now is some reddish (instead of yellow) diffuse contribution from the sphere to the ground.
Ray Bounce Level seems to work though. Which is very cool, thanks a bunch, Peter. However getting to separate reflections and refractions would be very cool as well
What I'm trying to achieve now is some reddish (instead of yellow) diffuse contribution from the sphere to the ground.
Ray Bounce Level seems to work though. Which is very cool, thanks a bunch, Peter. However getting to separate reflections and refractions would be very cool as well
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- sl0throp
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Hey Jordan,
It's just a good level of control, look-wise. Probably yea, not too often needed, but still.
For my case I need it to alter what my object is contributing to diffuse bounces (as well as reflections). Something like that:
http://help.chaosgroup.com/vray/help/150SP1/examples_vray_overridemtl.htm [help.chaosgroup.com]
(Scroll down to GI section)
It's just a good level of control, look-wise. Probably yea, not too often needed, but still.
For my case I need it to alter what my object is contributing to diffuse bounces (as well as reflections). Something like that:
http://help.chaosgroup.com/vray/help/150SP1/examples_vray_overridemtl.htm [help.chaosgroup.com]
(Scroll down to GI section)
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