View Full Version : md_aperture MR lens shader
Pixero 12-15-2004, 06:51 PM Mark Davies has made a new MR lens shader called md_aperture.
www.lightengine3d.com (http://www.lightengine3d.com)
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elvis75k
12-15-2004, 07:07 PM
Whoa!! Thanks pixero! I'll give a shoot tonight.. :thumbsup:
Jozvex
12-16-2004, 01:35 AM
Totally fantastic!!!
http://www.jozvex.com/temp/aperture.jpg
That image shows the same render with different Iris Blade settings and different exposures.
:thumbsup:
Hi there;
I tried that shader and is amazing.
But I only want now the aperture thing, not the DOF thing, and if I turn off DOF and use only aperture I get a black render, what am I doing wrong?, is it possible to render only with the aperture value?
Thank´s ain advance.
Jozvex
12-17-2004, 12:15 AM
Well because this shader is based on real world cameras the idea is that DOF always exists in some way. What you can do though is set the FSTOP value to 20 or something and the DOF effect basically vanishes.
Yeah, I did that at the end, I was only corious about the possibility of disabling the DOF feature, I will set it to something like 1000 and then DOF will dissapeared.
But thank you anyway.
Synthesizer
04-20-2005, 05:06 PM
Hmm, I tried using this for Maya 6.5, but the render crashes and tells me that md_aperture needs mr 3.3 :sad: Anyone know where I could get this (or something like it) for mr 3.4?
dagon1978
04-20-2005, 05:10 PM
Hmm, I tried using this for Maya 6.5, but the render crashes and tells me that md_aperture needs mr 3.3 :sad: Anyone know where I could get this (or something like it) for mr 3.4?
open the .mi file in notepad and modify the "max version" of the shader in 3.4
ciau :scream:
mat
Synthesizer
04-20-2005, 06:14 PM
Heh, well that was easy. Thanks:thumbsup:
ajsfuxor
11-03-2005, 07:40 AM
Has anyone had any problems with this shader rendering the RGB with DOF, but the alpha renders solid (no DOF effect on the edges)
Thanks
slipknot66
11-03-2005, 04:14 PM
ajsfuxor, under the Render Setings, go to the mentalray tab, then go to the Custom Entities, and check the Pass custom Alpha Channel setting. See if that resolve your problem. :)
ajsfuxor
11-03-2005, 10:47 PM
very wierd, when i do a batch render, the alpha does render with the DOF effect, however it is extremely grainy and very unuseable. In terms of samples, how many should be enough? I used 64, which im thinking is quite normal, but if i crank it up too high it might kill the render times.
ajsfuxor
11-03-2005, 10:54 PM
it worked, using the pass custom alpha, even got rid of the graininess! YAY!
Thanks slipknot
ajsfuxor
11-15-2005, 05:34 AM
WOW...rendering with mo_blur and DOF really is a killer. Anyone have any siggestions for keeping the render times down while using md_aperture DOF and MoBlur?
victor
11-15-2005, 09:41 PM
Well because this shader is based on real world cameras the idea is that DOF always exists in some way. What you can do though is set the FSTOP value to 20 or something and the DOF effect basically vanishes.
The problem is that even if you don't want the blur, you have to use multiple samples, which adds to render time. I don't see why the blur couldn't be an option (the docs seem to imply that it is or was or will be).
After all, if it's based on real world cameras, FSTOP should have an affect on lighting as well. In this shader, it doesn't. I just think it would be great to have the exposure control be possible to be used alone, especially since that could be useful for lighting test renders when preparing for a DOF rendering.
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11-15-2005, 09:41 PM
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