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depleteD
07-27-2005, 01:08 AM
Hey how do i composite with bent normals in digital fustion. I want to like do all that crazy stuff, im doing stuff with the shader node and im pushing the bent normals into it with a chanel boolean. i think im getting wacky results

any help would be apprciated

eatbug
07-29-2005, 09:23 PM
Do you mean to composite rgblightPass layer?
If yes,use colorSpace node,If not ,sorry.

depleteD
07-30-2005, 07:26 PM
i just want to know how to use a bent normal pass to dp ambient occlusion in post (specifically digital fusion)

The color space seemed to work kind of, im playing with the vvalues.

Vympel
07-30-2005, 07:49 PM
looks at these two tutorial ones for the Shake I believe that they are of easy adaptation for the DFusion
http://www.tahlniran.com/tutorials/shake/multipass/multipass_tute.htm

http://www.tahlniran.com/tutorials/shake/ambOcc/ambOcc_tute.htm

depleteD
07-30-2005, 09:40 PM
Ah im beginning to understand the application of a bent normal pass


As eatbug mentioned, a rgblightPass, is that how bentnormal passes are ment to be treated?
As a way to control directional lighting in post?
so what i did as an experiment was use the color space node set Color Space COnversion to RGB and color type to XYZ then pipe that normal information into a channel boolean so i can then use a shader node.

Is this good practice and technique?

-ANdrew

depleteD
07-30-2005, 10:00 PM
ah k i figured out how bent normal passes are supposed to work.

I boolean the bent normal pass into the image in the auxillary channels.
then I pipe to a shader and then play with the lighting settings.

This allows for shadows it seems. Extra info in the normals to tell fusion where light cant reach.
I couldn't have deducted this conclusion without your guys's help.

It was the rgblight Pass that tipped me off for how bnorm passes work.

Thx alot.
-ANdrew

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