jeff mcfall

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Preventing emission from constant shader from lighting other objects Feb. 21, 2018, 7:49 p.m.

thanks Jsmack, as always you are a great source of help. I appreciate the multiple descriptions.

Preventing emission from constant shader from lighting other objects Feb. 19, 2018, 5:08 p.m.

I am doing some renders with image based UV mapping so that I can remap the texture in AfterEffects using http://revisionfx.com/products/remap/ [revisionfx.com]

Using the constant shader I am able to output a direct_emission channel which I can use in AE. However this shader also puts light into the scene from the emission. The Principle shader has a button option for the emission to not affect other objects, but the constant shader does not.

At this point I am not savvy or time gifted enough to dig into the shader and figure out the difference. And it seems that I was unable to get an acceptable channel out of the Principle shader for this use which is why I ended up using the constant shader.


Is it possible to remove the emissive aspect of the constant shader and still generate a useful channel that represents the constant / unlit texture that I can use for the UV in AE?

Or would I be better off with an entirely different approach? Like?

Any suggestions much appreciated
J

ps I am aware that I could isolate these elements into an entirely different pass with Matte objects and all but I was hoping to keep as much a I can in a single file(exr) for simplicity sake.

shadow matte for specific group/material Feb. 13, 2018, 7:58 p.m.

>>
Maybe use Phantom
you can add the parameter to your geo, too.
<<

thank you Matthias. That is a great tip and looks like it would be very useful especially if I am using a naming convention for my nodes. wow Houdini is always amazing me with the possibilities for doing things