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naik
10-21-2007, 08:02 PM
Hey guys

i have recently read the thread here in this forum about "how using the normals pass"
in combustion.
"thatoneguy" told someone to use the Gbuffer builder and selecting the normals pass
as input footage for the builder.
Then selecting the composite and activating the shading effect in order to use
combustion lights for relightning the scene.

But for me its not working...

Does is really work this way?
Any experience with that?

"Prepare to kick yourself.

Like most of combustion, it's super simple, but not obvious.

Create a 3D Composite.
Import your RPF or build a Gbuffer.

Select your Camera.
Click "Settings"
and check: Render Effects: Shading."


cheers

NAIK

scrimski
10-21-2007, 08:20 PM
Hi naik,

ask the combustion guy in this thread
http://forum.3dmaxforum.net/3ds-max/3ds-max-renderer/11857-normals-mr-2.html

he was trying similiar and solved it if I remember right.

PiXeL_MoNKeY
10-22-2007, 08:49 PM
Look up "Compositing Rich Pixel Renderings" in the Combustion help. You will notice for Shading, Shadows, and Reflections you will need both Z Depth and Normals channels.

Edit: You will also need to enable Shading, Shadows, and/or Reflections in the Composite>Settings Controls, 3D Depth and 3D Shading in the Composite>Layer>Layer Controls, and Shading in the Composite>Layer>Surface Controls.

Hope that helps,
-Eric

naik
10-22-2007, 09:26 PM
Thanks buddy,

a friend of mine told me that too - i also need a correct z-depth for my object in order
to use a combustion light.
I will test it tomorrow and see how far i come.

If this method is working, that would awesome.

Right now im working with some colorshift / Color Balance / Gray operators
in order to Relight my objects in combination with a normals pass
And its working not bad - but i have found
out that i need real 360*(degree) (bent) normals and not 180*(degree) normal pass.

I will post some results later if i got more time.

cheers

NAIK

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10-22-2007, 09:26 PM
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