ctrl_buffers


#241

fixed. dw from the first page the 1.3b.
just overwrite the .dll

ciao
francesca


#242

A short question to the Mix8layer :slight_smile: in conjuction with FB.
Every Layer in the Mix8layer has the option …fb --> put.in.framebuffer.
How do I enable that for the base.color? Sorry if I maybe missunderstood the concept.


#243

with the mix8layer the base is always the
primarybuffer, then 1-8 userframe buffers.
I will update shortly the shader to support
unlimited (by remapping the…) user fbs.
thanks for testing.

ciao
francesca


#244

Still dont get it to work. I map a transparant blinn to fb slot 1, still dispalys solid color. I might be doing something wrong here. I am not a tech guy, sorry…


#245

well don’t use the build-in maya nodes… they doesn’t
return transparency while attached to a mr node.
use mib_blinn->input->mib_transparency or just all
the custom nodes outthere.

ciao
francesca


#246

so then I just can let the base blank? right? because I only need the bufferoutput.
What is a little bit strange… If I set the Base to black and piped in the Layer 1 an Blinn
the Buffer output is les brighter than the Normal rendert Image. confused…
Ohh, the blending mode of the Layer 1 is Normal.mix


#247

so then I just can let the base blank? right?

mmh… why you should not use the primary buffer ? also it is
there that a lot of things are first considered also for all the
other user fbs.

If I set the Base to black and piped in the Layer 1 an Blinn
the Buffer output is les brighter than the Normal rendert Image. confused…
Ohh, the blending mode of the Layer 1 is Normal.mix

dunno. the feedback from userfbs is the same as for rgba.
did you check the global mix8 OnlyFramebuffers. no layer compositing
is considered in that mode.
try to plug the same blinn either in base and layer1.
enable put.in.framebuffer on the local layer. then check OnlyFramebuffers
from the global settings. the same results here.

ciao
francesca


#248

My Settings:
Only Framebuffers : off
Base.Color : Blinn
Color.1 : the same Blinn
Layer 1 …fb : ut.in.framebuffer : on
Blendingmode: normal Mix

Buffer 1:

Renderview:

So what did I wrong? :slight_smile:


#249

you’re appling the tonemapping function
from the buffer_write with probably checked
OnlyRGBA. :slight_smile:

ciao
francesca


#250

ohh with “Only Framebuffers : on” nothing changed.
Not if I render via Renderview, and also not via batch.


#251

again… you’re appling the tonemapping function
from the buffer_write with probably checked
OnlyRGBA. :slight_smile:

ciao
francesca

#252

Ohh :slight_smile: yea that’s it… I can’t remember that i checked that option…
mustSleepMore :-))
thx!!


#253

:):slight_smile:

ciao
francesca


#254

thanks for this quick responses!!
Back to the Base.Color… :slight_smile: hrhr

In simply Mix8layer terms (without FB) that Basecolor makes sense to me…
If got my base schader… and bum, bum bum… put everything on top that I need.

But in Framebuffer term… I think like that ( please punch my head till I’ll get it :slight_smile:

Iv’e got 3 Layers. everyone has its own shader to generate a buffer and of course
its own computationtime.

Base.Color = What shader and for what ( getting no Buffer ) : computationtime for nothing
Layer 1 = Lambert ( getting color ) : maybe 5min
Layer 2 = Blinn ( getting Specular ) : maybe 1min
Layer 3 = Usebackround ( getting Shadow ) : : maybe 7min

So for me the BaseColor is simple a computation waste…
Or did’t the Mix8layer realise that the Base.Color and Layer 1 has the same shader…
and did’t calculate it double?


#255

arrrrg, stupid question off coruse the Shader is only calculated One’s… I gess
So is then the Base.Color more an relict from old Mix8layer days?
So that the BaseColor don’t appear in an optimized version of the Mix8layer just for
Buffer? Than it makes sense to me


#256

Base.Color = Lambert ( getting color )
Layer 1 = Blinn ( getting Specular )
Layer 2 = Usebackround ( getting Shadow )

why should you not get something like this
it remains a mystery to me.

ciao
francesca


#257

Base.Color = Lambert ( getting color )
Layer 1 = Blinn ( getting Specular )
Layer 2 = Usebackround ( getting Shadow )

mhh, from where did you get the Image for the Base.Color in an batchrendering?
Because I can’t output the the Base.Color as buffer… Can I?


#258

ohh, did you mean I have to you the Image that is normaly generated via
the Batchrender? But If so, the Images did’t follow the same nameing structure,
witch I think is very bad… Or is there a way to get the Namingthing working?


#259

Ohh :slight_smile: yea that’s it… mustSleepMore :-))

well dude take that sleep… and restart your computer only
tomorrow with a fresh mind. :slight_smile:

ciao
francesca


#260

…thx, an answear would help.