Can anyone point me in the right direction. I'm trying to get some luminance passes up and running with VOPs. For some reason I'm getting different results when I have 1 light enabled vs. both lights enabled.
When only 1 light is enabled my deep pass looks fine, however, when both are enabled there seems to be a harsh cut-off in the shading contribution to that area.
Any ideas?
(hip attached, hit render and look at deep layers in mplay)
trying to get out light passes in VOPs
4772 6 1- andrewlowell
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- rdg
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maybe this example helps to track down the issue:
http://forums.odforce.net/index.php?showtopic=6969&hl=export+light [forums.odforce.net]
http://forums.odforce.net/index.php?showtopic=6969&hl=export+light [forums.odforce.net]
this is not a science fair.
- andrewlowell
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That's cool .. but a little more elaborate than what I was looking for. I guess my question is a little more basic than that.
so, question is .. why does the number of lights active change the result of a single light export in an illuminance loop?
Here I'm simply feeding in the lighting model, and exporting that as the variable. What am I missing?
so, question is .. why does the number of lights active change the result of a single light export in an illuminance loop?
Here I'm simply feeding in the lighting model, and exporting that as the variable. What am I missing?
- wolfwood
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- andrewlowell
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- wolfwood
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The variable you export to needs to be set inside the illuminance loop which is why in Peter's example you have a fairly complex VOP network.
Instead of using the Lighting Model VOP you'll need to put together the illuminance model yourself. (Which is what Peter did.)
Instead of using the Lighting Model VOP you'll need to put together the illuminance model yourself. (Which is what Peter did.)
if(coffees<2,round(float),float)
- andrewlowell
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