Splitting VEX Glass into render passes?

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Does anybody know how to go about setting up rendering of vex glass into passes? A friend of mine has been using and has noticed it doesn't seem to give an alpha channel. I'm also wondering how you would go about splitting the rendering into seperate diffuse, specular and reflection passes? Is the process the same as any other shader or is it more complex due to the transparent quality of glass, IOR etc.?

Any thoughts/tips greatly appreciated….
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Read this for an explanation:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=5078 [sidefx.com]

However, of course it is possible to modify the shader to get some kind of alpha - although it makes little real sense. If you still have more questions, write more

Also, check this thread for a very special glass shader: http://odforce.net/forum/index.php?showtopic=4196 [odforce.net]

Enjoy,
Jason
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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Thanks very much 8)

Forgive my ignorance, I know almost nothing about VEX and VOP's (I plan to rectify this in the future!). The glass shader you posted the link for on Odforce, to get that working within Houdini is it just a case of copying and pasting the VEX code on the first post into a file which the VEX context in Houdini reads in and creates the shader from?

Apologies if this sounds like complete b***ocks!!!
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