Heya Folks,
I'm currently doing some RnD and I'm a bit stumped on how to make a proper normal map for an explosion. I looked up methods like RGB lights but it seems kinda complex. I included the work file that might be useful for anyone who's at a roadblock like myself S Thanks.
Division size is 0.03 so I'd increase a bit for testing purposes.
Cheers,
JEBUS
Rendering Normal Pass For PyroFX
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- Sadjad Rabiee
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- Sadjad Rabiee
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Also I suggest you to check this page too :
http://forums.odforce.net/topic/14661-normal-passes-on-volume-renders/ [forums.odforce.net]
http://forums.odforce.net/topic/14661-normal-passes-on-volume-renders/ [forums.odforce.net]
- jebusjuice
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Heya Joker386,
Thanks for the workfile! I see how it's working now. I just have a quick question, is there a way to diffuse/smooth the normal pass? I tried playing with the mantra pixel samples to get a better resolution but it looks like it may be more related to a setting in the normal material? The image attached shows this issue. Thanks.
Cheers,
Jebus
Thanks for the workfile! I see how it's working now. I just have a quick question, is there a way to diffuse/smooth the normal pass? I tried playing with the mantra pixel samples to get a better resolution but it looks like it may be more related to a setting in the normal material? The image attached shows this issue. Thanks.
Cheers,
Jebus
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- tamte
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what do you plan to use ‘normal’ pass for?
there is no proper way how you can get normals for volume
as a very rough approximation density gradient can be fine, but if you want to use it for relighting, just use per-light exports and save yourself some headaches later
there is no proper way how you can get normals for volume
as a very rough approximation density gradient can be fine, but if you want to use it for relighting, just use per-light exports and save yourself some headaches later
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- jebusjuice
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Heya Tamte,
Thanks for the reply. Well, the idea is to build a pipeling for Unreal. We render an explosion and export the Diffuse and Normals. The Normals has always been a tricky one to nail but in programs like 3dsmax or Maya we built an RGB light rig that's aligned to the Camera view (like a billboard). So yeah it's a total cheat, but it seemed to work. I read about something like this in Houdini a while ago but it seems incredibly complicated to setup S.
The file from Joker works really well too, and gives me some great ideas.
Cheers,
Jebus
Thanks for the reply. Well, the idea is to build a pipeling for Unreal. We render an explosion and export the Diffuse and Normals. The Normals has always been a tricky one to nail but in programs like 3dsmax or Maya we built an RGB light rig that's aligned to the Camera view (like a billboard). So yeah it's a total cheat, but it seemed to work. I read about something like this in Houdini a while ago but it seems incredibly complicated to setup S.
The file from Joker works really well too, and gives me some great ideas.
Cheers,
Jebus
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