View Full Version : whats equivalent to sampleInfo node in MR?
02 February 2005, 09:42 AM
i have an asbtract 3d environment, and am using Deapth material using sampleInfo node :
float $depth=100; //depth from camera
it works fine in maya software render .. but not on MENTAL RAY !
in another way.. how to render the zdepth as RBG on mentalRay ? (this is not my goal, but will solve my problem)
can anyone help me in that,please
02 February 2005, 10:23 AM
Hi Firas, That Maya shader won't work in MR.
Rendering z-depth with MR is ,likely one of things that I still bearing with even though it's easy to reuse the z-depth channel in most post production programs such as Combustion and Photoshop.
It's always possible to use the old school way to render zdepth by just adding a envirement fog to the whole scene and give everything a while shader. It gives a better results than anyother way I ever used.. well with the cost of rendering time of course.
It would be nice if we can find any MR shader rendering just the zdepth.
Wish good luck for you.
I think I need a wake call and go start browsing highend3d as the old days.
A shader working with both MR and Maya soft.. didnt try it yet of though.
02 February 2005, 11:14 AM
thankx for reply :)
as i said z-buffer is not my target .. am doing a shader were its important to know the distance from camera .. and as i said it works on maya software render .. but not mental ray .. i tried to track the problem .. it may be the compatability of sampleInfo node .
02 February 2005, 11:55 AM
it can be done with a light info node and a driven key from lightinfo to whatever u will try
heres n xample with a blend color samples the distance from a perspShape
02 February 2005, 01:16 PM
cryolab, u are the man .. it works 100% ..
i didnt know that lightInfo node has distance output.. and by the way i love the nodes output because its realtime feedback ..
07 July 2005, 03:21 PM
Hi guys, I know this thread is a bit old, however... The website above is down and I'm needing to do something like this without having to use any proprietary shaders. It seems as if this setup is doing just that... Any help?
07 July 2005, 03:21 PM
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