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tinitus
08-15-2005, 02:46 PM
Is there any possibility to create a total reflection pass in which every object is visbile in the reflection but the objects themselves just show the reflections ...

I think you have to make reflection passes for every object itself but this is kind of hard when you've got a lot of reflecting objects in your scene!!??

is there any possibility in maya 7?I know they did a preset for a spec-pass but this don't help me out with my problem at all!

thx for help!

ZeroCartin
10-10-2005, 06:19 AM
Well, i was wondering the exact same thing. Ive been using render layers recently, and want to make the reflection pass on one single layer, and not making each object reflection on a separate layer each to get the result.

Hope some1 can hlep here :)

MSB
10-10-2005, 04:35 PM
i was wondering for the exact samething as well,

hope someone helps us here.

tinitus
10-10-2005, 04:55 PM
after I posted the thread I rembered that I did this months ago!
The key was a shader form the p_shaderpack (sorry don't know where to find it anymore) with whom you could get the reflection rays!!!
when you are putting the mix_8_layer shader in the camera_lens_mr slot and a simple camera_lens_clamp shader in slot_01 of the mix_8_layer shader and the p_reflection_ray (don't know how it was called??!) in slot_02 you could cut out just the reflection rays and WELL this is it without changing renderstats!

hope it helped...
could someone post the link of the p_shaders if someone know what I mean!

floze
10-10-2005, 05:32 PM
could someone post the link of the p_shaders if someone know what I mean!
http://www.puppet.cgtalk.ru/index_e.shtml

tinitus
10-10-2005, 05:51 PM
exactly!these are the shaders!
thx floze!

magsnus
10-14-2005, 11:28 AM
Hi there!

Could you maybe post a screenshot of your setup for this lens setup? Couldnt get it to work myself properly. Why use the lens clamp? whats the reason for clamping the values? or is it the output your clamping? for me it renders everything instead of just the reflections :(

stilgarna
10-15-2005, 09:20 AM
http://www.puppet.cgtalk.ru/download/megatk_e.shtml

You sould try the p_MegaTK work fine only with mentalray stand alone 3.4.5.4... with a lower version only 5 pass can be filtered...

It's the fastest way to have separate pass with only one rendertime...

With the pass system in Maya, if you have 2min rendertime, for eatch pass you have 2 min... 5 pass = 10min...

With the MegaTK 5 passes = 2 min... (only if you have a rendertime = 2 min)

You can find here http://www.puppet.cgtalk.ru/download/m2mr_e.shtml an easy way to launch render with standalone... and separate pass...

If you are using Shake or nuke, etc... no probleme with the render pass, the image files are Floting point (32bits), if you are using After Effect... you have to edit the m2mr script...

I'm a Atder Effect user I change his script to obtain 16Bits per chanel images.... enought for most usage...


Bye....

magsnus
10-15-2005, 01:08 PM
stilgarna: thanks for your reply. Ive seen that shader earlier but as you also pointed out, its for MR standalone only. And since im using linux i cant use ctrl_buffer either. That why this technique seemed interesting to me, never heard about it before. Earlier ive saved out different files for the different passes i wanted but thats just killing me, one small change and it all has to be redone.

magsnus
10-20-2005, 11:07 AM
Tinitus? Mind supplying a scene for this setup? Cant seem to get it to work here

Thanks in advance!

Puppet|
10-20-2005, 07:05 PM
If someone need it...
It's example scene with p_MegaTK shader (Maya 6.5)
http://www.puppet.cgtalk.ru/download/MegaTK_example_scene.zip

P.S. In next version of shaders_p I'll try support p_MegaTK passes rendering from Maya.

T-R
12-12-2005, 09:03 PM
Tinitus? Mind supplying a scene for this setup? Cant seem to get it to work here

Thanks in advance!


Just wondering if you were able to get this pass working and if so how?

Puppet|
12-13-2005, 07:48 AM
Here is two example scenes and tutorial for rendering passes with p_MegaTK shader:
http://www.puppet.cgtalk.ru/tutorials/howtomegatk_e.shtml

FrizzleFry0
01-13-2006, 12:20 PM
That's a very interesting script :) So how does this work if we want to divide these up even finer into seperate lights? It seems like the spec_shd, specular, diffuse, and shadow would be dependent on individual sources rather than a general light source like occlusion. So is it possible to break those render layers apart also somehow? I can't wait til I get home to try these out! Thanks guys. :bounce:

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