I'm rendering a bear with a lot of dense fur using single line polys and the width attribute with Mantra. I'm finding it rather noisey as the bear moves. I've turned down the jitter to .05, and increased SS to 5 x 5, set the ROP filter to gausian 2.9 2.9. (using micropoly rendering)
I could just keep increasing the filter to blur the render, but then the details of the other bear get blurred. What have you “experience pros” found to be effective to keep fur from being noisey with motion??
Thanks,
Robert
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Technical Discussion » Rendering Fur with Mantra
- RobertP
- 48 posts
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Technical Discussion » SOP VOP Variables
- RobertP
- 48 posts
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I got it!
Thanks guys … the If/then VOP did the trick!
Feed two toggle(int) parameter VOPS into the If/then Condition and Next inputs.
Feed a 3 float (vector) into the next input (default color)
Inside the If/then VOP add the Add Attribute VOP inline between the vector input and output. If/Then input goes to adata input on the Add Atttribute VOP. The Newdata output of the Add Attribute VOP feeds the output connector.
Whew!
Thanks for bringing the If/then VOP to my attention, as I hadn't really noticed it before.
In a practical sense this really helps. I have been building a Noise SOP that will add noise to point position, point normals, uv, or point color. For times when I just want to add noise to one of those I didn't want the other attributes getting inserted (and mucking up rendering). So this does it!
Thanks,
Robert
Thanks guys … the If/then VOP did the trick!
Feed two toggle(int) parameter VOPS into the If/then Condition and Next inputs.
Feed a 3 float (vector) into the next input (default color)
Inside the If/then VOP add the Add Attribute VOP inline between the vector input and output. If/Then input goes to adata input on the Add Atttribute VOP. The Newdata output of the Add Attribute VOP feeds the output connector.
Whew!
Thanks for bringing the If/then VOP to my attention, as I hadn't really noticed it before.
In a practical sense this really helps. I have been building a Noise SOP that will add noise to point position, point normals, uv, or point color. For times when I just want to add noise to one of those I didn't want the other attributes getting inserted (and mucking up rendering). So this does it!
Thanks,
Robert
Technical Discussion » SOP VOP Variables
- RobertP
- 48 posts
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Hi Steven,
Thanks for the input, but won't that ALWAYS generate the Cd attribute on the geometry???
I'm looking for a way to toggle the generation (modifation) of the Cd attribute from within the SOP parameter interface. So if I toggle on “Add Cd Attribute” it will, if I toggle off it WON't generate it.
Any further ideas?
Thanks,
Robert
Thanks for the input, but won't that ALWAYS generate the Cd attribute on the geometry???
I'm looking for a way to toggle the generation (modifation) of the Cd attribute from within the SOP parameter interface. So if I toggle on “Add Cd Attribute” it will, if I toggle off it WON't generate it.
Any further ideas?
Thanks,
Robert
Technical Discussion » SOP VOP Variables
- RobertP
- 48 posts
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I've created a SOP VOP network that modifies the Point Color (Cd), as well as some other point variables, and it works fine. The problem is that by connecting any input to the Cd output the Cd variable is created and added to the geometry. Even if I use a switch with null going into it, Cd is always created, which can cause problems later in the network. I know I could always delete the variable by adding another SOP to the network, but the issue also involves other variables too.
So how do I OPTIONALLY have variables added to the geometry??
Hope I'm being clear on the question.
Thanks for you help!
Robert
So how do I OPTIONALLY have variables added to the geometry??
Hope I'm being clear on the question.
Thanks for you help!
Robert
Technical Discussion » Glow Surface Shader
- RobertP
- 48 posts
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If you only need a circular glow there's an easy render solution:
Copy sphere primitives to each point that needs a glow. Assign a shader with:
apara = .5
aperp = 0
alpha roll = .3
These numbers are approximations.
What this does is have the outer edges of the sphere fade off perpendicular to the line of sight. By playing with the roll value you can change the look of the glow. I've used this with point colors copied to the sphere primitive for multicolor glowing points.
Good Luck!
Copy sphere primitives to each point that needs a glow. Assign a shader with:
apara = .5
aperp = 0
alpha roll = .3
These numbers are approximations.
What this does is have the outer edges of the sphere fade off perpendicular to the line of sight. By playing with the roll value you can change the look of the glow. I've used this with point colors copied to the sphere primitive for multicolor glowing points.
Good Luck!
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