View Full Version : Physical Sun and Sky and Passes
oracio 04-22-2012, 09:12 AM Hello,
I'm using Maya 2012 and Mental Ray.
I use in all of my scenes Mental Ray's physical sun and sky system.
I saw and I've read that the pass system and the physical sun and sky don't work so well together.
For example, the diffuse pass, diffuse with no shadows pass and shadow pass are the same.
My question is, how do I get the basic render passes to work, is there a workaround, so I'll have full control in the compositing?
Thanks,
Uri
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Eshta
04-24-2012, 04:33 PM
well, the problem start from adding the gamma correction node in the camera (post process)
while the passes get extracted from the shader level (before the camera and gamma)
so you can "disable" the gamma in your camera.. then apply it again in comp
that might work
oracio
04-24-2012, 04:43 PM
Hi Eshta,
I have disabled the tone mapper, and I'm working linear.
The exposure looks fine in the passes.
The data that is written to them is wrong when Physical Sun & Sky is on.
You can see it clearly with the diffuseNoShadow pass.
You will get the shadows with the pass.
crispy4004
04-24-2012, 04:54 PM
Or Change the multiplier to .2 on the physical sun & sky node and put the lens shader gain back to 1. Autodesk should really make these the standard values so the lens shader is not doing the compensating.
oracio
04-25-2012, 09:05 PM
Or Change the multiplier to .2 on the physical sun & sky node and put the lens shader gain back to 1. Autodesk should really make these the standard values so the lens shader is not doing the compensating.
This is how I use it, I disconnect the exposure node from the camera and instead I divide all lights (sun multiplier and maya lights) by 5.
Then I get the same exposure in the passes.
But again, this isn't my issue.
Here is another example, how do you get a contribution map without FG effecting it, if you want to seperate lights?
I've been for the last week trying to get a decent pass workflow and there was no 'out of the box' solution.
To get motion vector pass that works with Raytracing I had to use the pre-pass system (Maya 2008) way, which involves like 10 steps.
To get z depth that respects cutout opacity I had to write a script that uses p_z shader and connect it to a custom color buffer.
To have mattes I have to use scripts like you (crispy and djx) wrote, because there is no working AA Object ID pass.
I learned alot this week, but when I first planned this stage of my project I couldn't imagine how much coding and work I need to do on things that should had worked from the get go.
crispy4004
04-26-2012, 02:59 PM
This is how I use it, I disconnect the exposure node from the camera and instead I divide all lights (sun multiplier and maya lights) by 5.
Yeah that completely breaks linear workflow.
The data that is written to them is wrong when Physical Sun & Sky is on.
You can see it clearly with the diffuseNoShadow pass.
You will get the shadows with the pass.
The pass system doesn't give you the correct buffers with physical sun & sky. If you want a true multipass render system from Maya, you'll have to look elsewhere because out of the box, Maya's is poorly conceived (it's a fault of the mayatomr plugin, not mental ray itself).
If you want to spare yourself a lot of time and hassle, look into getting something like mental core or even Vray to do the job for you. I'm not sure if mental core supports the sun&sky system, but Vray's works beautifully.
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