Hi All
I am trying to render shave and haircut point cloud occlusion . for that i am following below process
1>>I have generated shave and hair rib and call this rib it on simple cube and attached hair shader on to cube
2>>. created env light in bake option set rmanRenderRadiosityPass1 and renderd it .it is coming out black and also not generating point cloud file(.ptc) for hair and for the rest of the geometry it is creating point cloud and rendering properly.
3>> when I am assigning any maya shader eg blinn to cube it is generating point cloud
I also have try it with simple spheres whenever i am assigning renderma shader to geometry and try to create occ throug env light it is not creating point cloud and render turn black
anybody please help me solve this problem . is there any thing needs to add in to the shader code please tell me that also
here is hair shader that i am using
surface fur(
color rootcolor = 1;
color tipcolor = 1;
float roughness = 0.02;
float ks = 0.5;
float kd = 1;
float ka = 1;
)
{
color HairColor = mix(rootcolor,tipcolor,v);
//spec------------------------------------------
float theta =0;
normal skin_normal = (0,1,0);
normal NS = faceforward(normalize(skin_normal),I);
vector Tu = normalize(dPdu);
vector Tv = normalize(dPdv);
vector T = .5*(Tv+Tu+(Tv-Tu)cos(2PI/180*theta));
vector V = -normalize(I);
color Cspec = 0, Cdiff =0;
float cosang;
illuminance § {
cosang = cos (abs (acos (T.normalize(L)) - acos (-T.V)));
Cdiff += Cl*diffuse(NS);
Cspec += Cl * pow (cosang, 1/roughness);
}
//----------------------------------------------
Oi = Os;
normal NN = normalize(N);
normal Nf = faceforward(NN,I);
color __color = HairColor * diffuse(Nf)*kd;
color __spec = Cspec * ks;
color __ambient = ambient()*ka;
Ci = Oi * ( __color + __spec + __ambient);
}
Thanks
Neal