View Full Version : Control the Rim Light via samplerInfo node (Due tomorrow..Help!!)
hello everyone,
I did a simple character for my final (due tomorrow) and would like to add some rim lighting.
I currently have a basic setup (samplerInfo>ramp UCoord>Ambient>mi_sss_fast_simple) (see attachment)
My issue:
Since the lighting is coming from behind the character, the rim lighting should only appear on the silhouette on his body IMO.
Is it possible to control the samplerInfo node to only calculate the rim light on his silhouette and ignore his portrusions (nose, chin, etc.)
I can just do 2 renders and comp out the unwanted rims in PS but I'd like to understand the samplerInfo deeper.
Thanks guys
Fess
http://www.mohan-conceptual.com/maya/rimlight_problem.jpg
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gaiXyn
04-04-2008, 08:28 PM
that's a nice looking character man, wish I could help with the issue you're having...I don't use maya anymore so I'm not the best person to give advise on how to fix this....however....lol....you could try getting rid of the samplerInfo node all together and just use real lights ( pointsLights ) and parent them to the character ( putting the lights behind him, with low/mid intensity )....so whereEver he goes, the lights will follow and will always give you that rimLike effect you're trying to get....and by excluding the lights from all the other objects in yourScene, they'll only affect/lit yourCharacter.....
but like I said, I don't even have maya anyMore to do a test for you.... :)
ltr-
Ha..ha..
Yeah Don, I though about the lighting change, but I ain't got the time to do that.
If this is 1 second late, I get a fat zero.
I think you using modo now right, I think that will be implemented into maya since the buyout.
Now I'm confused whether to learn that or zbrush..
Peace
jeremybirn
04-05-2008, 01:09 AM
For the quickest turn-around, focus on what you can do in the comp. Render an alpha of the character, invert it, blur it, and multiply with the alpha again so you have a mask just of the edge areas of the character. Use that mask to govern a brightness boost to the character's skin, and you'll have a traslucent, rim-like effect running all the way around. Of course a SSS shader could be more realistic, and carefully aimed rim/kick lights could look just as good if you aimed them right, but fixing it in post will be very quick.
-jeremy
Good to hear from you sir...
The post is going to have to do, cause I still have to do a bump map/ambient occlud/and paint weights (maybe sleep) :)
Your book was issued to me for my Shading/lighting class last month. Much was learned, but some of my classmates choose not to read it & their grades reflected this choice.
Enjoyed the later chapters about the industry in general. That's advice ya only get for a close buddy or relative. I see the importance of choosing a focus and not trying to be a jack of all trades (stinking rich but utterly lonely).
Regards
Fess
Here is my final for turn-in.
Not a finished piece IMO, but it meets the requirements for my class deadline.
The rim light (via samplerInfo) enhanced the aesthetics even thought it is somewhat inaccurate. But I'll keep it and get some grading point for using utilities in my networks.
Pose emulates the line of action used from Mikhail Baryshnikov's dynamic movements during one of his amazing performances.
http://www.mohan-conceptual.com/maya/Action_Pose_Final.jpg
jpiette
04-07-2008, 06:22 PM
That is a beautiful character pose!
Keithtron
04-07-2008, 07:02 PM
Looks cool, and it's a nice pose.
:-)
However, the perspective seems a bit off to me. Your render seems more level and straight on, whereas the background image is taken at more of a downward angle. I would try to match them up a little better, IMO it'll definitely help the piece a lot.
Pete2003
04-08-2008, 09:52 AM
Just going back to the rim-lighting question, I think Ive done something similar before by using a combination of a surface luminance, sampler info and layered texture nodes.
Basically it just involved setting up the sampler info node as you usually would with a ramp to get your 'falloff effect', plugging that into a layered texture and then connecting a surface luminance node to a second ramp, and plug this into your layered texture also. You then basically multiply this over the top of your sampler info texture.
This should hide the falloff light that is on the opposite side of your model to where the light is coming from (You may need to render a seperate pass with only you're rim-light turned on to add over the top in post).
Hope that makes (some) sense :)
Pete.
ravi3d
04-09-2008, 09:40 AM
try clear coat applied to ambient.
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