jashiin
04-05-2006, 01:12 AM
hey all!
wrote a little mental ray shader tonight, after finally getting an idea for a shader. the basic idea is to get a depth map for reflections, so you hook it into a surface, like a shiny floor or something, and it renders the depthmap after it reflects onto that surface, so itīs like "secondary depth" or something, to use in compositing, for blurry reflections and stuff like that. probably thereīs already a standard way to do this, or a shader already, but now youīve got another one! :)
download (http://spirou.se/shaders/spr_secondary_depth.zip)
donīt laugh at my screenshots, theyīre for illustration, not for a cg award :P
the shader applied to a simple plane
http://spirou.se/shaders/spr_secondary_depth1.jpg
should work on any geometry, like this deformed grid
http://spirou.se/shaders/spr_secondary_depth2.jpg
take a peek and tell me if you find any nasty bugs or have any suggestions
jens
wrote a little mental ray shader tonight, after finally getting an idea for a shader. the basic idea is to get a depth map for reflections, so you hook it into a surface, like a shiny floor or something, and it renders the depthmap after it reflects onto that surface, so itīs like "secondary depth" or something, to use in compositing, for blurry reflections and stuff like that. probably thereīs already a standard way to do this, or a shader already, but now youīve got another one! :)
download (http://spirou.se/shaders/spr_secondary_depth.zip)
donīt laugh at my screenshots, theyīre for illustration, not for a cg award :P
the shader applied to a simple plane
http://spirou.se/shaders/spr_secondary_depth1.jpg
should work on any geometry, like this deformed grid
http://spirou.se/shaders/spr_secondary_depth2.jpg
take a peek and tell me if you find any nasty bugs or have any suggestions
jens
