shadowpass
07-05-2011, 05:05 PM
Hello,
iam a maya guy, sort of slowly trying to switch/learn softimage, mainly the parts that would allow me to somewhat fully and comfortably replicate my current maya workflows in SI and then continue learning further from there.
Where im stuck for now tho, is doing something what we call "contribution maps" in maya (mental ray), so im looking for some basic solid info on if/how this workflow can be done in SI or at least the relevant terminology that is used within SI so i can look for more info myself.
Closer description of how maya contribution maps work:
Contribution maps allow me to have just one render layer (=render partition in SI i think) with all the objects in it but still allow me to assign each object a "contribution map" for rendering to which i can then individually assign various "render passes" (=framebuffers in SI? (diffuse, specular etc.). So that way i can then render the whole scene just once and still have the render separated into images of diffuse,spec etc for EACH of the selected objects and with just the individual object visible in them.
So for example lets say i have scene with 10 objects, all in the same render layer(=partition?), partially occluding each other and casting shadows on each other, each obj has its own contribution map with 3 render passes assigned (diffuse, spec, refl.) . When i batch render that setup, the scene gets rendered just once, takes the same time as rendering just one masterrender image but i get an output of 3 files for each object (diff,spec,refl) with just that object visible in the image, rest being black. The object is also taking into account if its being occluded by others, in that case its black in those places as well (this can be toggled). So then i can comp those 3 passes to rebuild each object and all 10 obj together get me the final masterbeauty result look (which gets rendered in the process too)
For me this is incredibly fast to set up and it basically removes any need for fg/bg masking in post for complex animations or the need for additional render layers and material overrides to make things black etc just to separate various objects and create custom passes.
Thanks for any kind of info or relevant terminology tips that are used within xsi
iam a maya guy, sort of slowly trying to switch/learn softimage, mainly the parts that would allow me to somewhat fully and comfortably replicate my current maya workflows in SI and then continue learning further from there.
Where im stuck for now tho, is doing something what we call "contribution maps" in maya (mental ray), so im looking for some basic solid info on if/how this workflow can be done in SI or at least the relevant terminology that is used within SI so i can look for more info myself.
Closer description of how maya contribution maps work:
Contribution maps allow me to have just one render layer (=render partition in SI i think) with all the objects in it but still allow me to assign each object a "contribution map" for rendering to which i can then individually assign various "render passes" (=framebuffers in SI? (diffuse, specular etc.). So that way i can then render the whole scene just once and still have the render separated into images of diffuse,spec etc for EACH of the selected objects and with just the individual object visible in them.
So for example lets say i have scene with 10 objects, all in the same render layer(=partition?), partially occluding each other and casting shadows on each other, each obj has its own contribution map with 3 render passes assigned (diffuse, spec, refl.) . When i batch render that setup, the scene gets rendered just once, takes the same time as rendering just one masterrender image but i get an output of 3 files for each object (diff,spec,refl) with just that object visible in the image, rest being black. The object is also taking into account if its being occluded by others, in that case its black in those places as well (this can be toggled). So then i can comp those 3 passes to rebuild each object and all 10 obj together get me the final masterbeauty result look (which gets rendered in the process too)
For me this is incredibly fast to set up and it basically removes any need for fg/bg masking in post for complex animations or the need for additional render layers and material overrides to make things black etc just to separate various objects and create custom passes.
Thanks for any kind of info or relevant terminology tips that are used within xsi
