Hi !
I had some problem with uv-baking function with displacement+mantra,and from odforce i get some advice to use true-displace off rendering parameter. It works but i encountered other problems so i include my post from odforce,maybe someone can give me some answer.:
For getting the correct shadowed shading it is a difference between the displaced and the “bumped”(true displace off) versions.
We try to implement our custom mentalray shader into mantra which has an SSS buffer.Unfortunately it needs all the correct shadowing info from the current scene,without it it is will be biased from the diffuse shading pass producing compositing artifacts.I attached a sample picture how does it looks right now under mentalray, it shows how “sharp” could be the sss data at the shadow border regions.
example:
sss_samle.jpg
back to the true displacement problem here is another pic ,it shows that the shadows came from the base object which is not displaced.
This uv baked data is used in other passes for the sss so the shadow won't be correct in the final sss pass.Is there any option to get it work with true displacement?
shadow_difference.jpg
other interesting thing is some camera clipping issue in uv baking which i thought is camera independent.
camera_clipping.jpg
I read some post before that the surface shader should handle both back/front normals. This shader i used has this solution(isFrontFace) for the illumination loop.
Am i missed somethig?(is there any auto clipping optimalization in mantra?, sorry i'm not very familiar with the rendering options in mantra).
thanks in advance,
Ashraf
uv-baking problem(displacement,camera clipping)
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- ahassan
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