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View Full Version : Need help setting up multipass renders using puppet shaders


justinlalaland
03-13-2008, 12:51 AM
Hi All,

I just got the excellent puppet shaders so I can do multipass rendering using them. The scene im doing is a model of a car integrated onto a still image of a street scene.

I have a few questions regarding setting this up:

1) I have already shaded and lit the car model using maya shaders and lights. From looking at the tutorial for the puppet shaders it appears I need to plug in P Lights into my lights, I did this no problem. Also it says that in order to do multipass rendering I need to apply the p_MegaTK shader into all of my objects. However ive already got all my shaders working really well using maya shaders and didnt really want to have to re-do all of this again using the puppet shaders. I had only intended to use the puppet shaders purely for the process of multipass rendering. Is there any way of plugging my existing maya shaders into the puppet p_MegaTK shader? For example can I plug my anisotropic shader im using my the main car body into the ward shader section od the p_Mega_TK? The problem is also that im using a layered shader for putting the logo on the bonnet of the car (its a 79 firebird :) so I dont know how I would do that with the puppet shader either, can I use a layered shader with the puppet shaders!?

2) Is there anyway of simulating a use background shader with the puppet shaders?

3) How do I go about setting up a shadow pass as far as the shadow receieving material is concerned? What settings for the p_MegaTK should I use on the geom which receives shadows from the car.

4) Finally in the tutorial its says that if you dont have stand alone mental ray that 'Create p_MegaTK_pass geometry shader and assign it to transform node of dummy object(cube)'
Im not sure how to get to the transform node nor with which attribute from the mega pass node I need to connect it from.


Any info would be greatly appreciated!

thanks,

Justin

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