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Rendering particles passes with 3Delight

Hi, I'm rendering lot of point particles with 3Delight. Now I'm trying to render different passes, most of them don't work, like Z, or luminance depth. Is there any trick involved. I was also looking for the proper dust shader. Is ti possible to get occlusion pass at all? I have a shot I'm trying to achieve is a sand storm sand. I work long time with particles, but not with renderman, or such a number of particles. I also tried mental ray, but MR inside maya would die very soon. API 0.0 warn 302064: while defining userdata "particleShape1:ptdata": user data block has huge size 163636520 3Delight would render this in 14s. I don't have option to try standalone version of MR.

Thanks

Als

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franssu_27 [ Editor ]

It's been a long time since I didn't use 3Delight, but I think a good solution would be to write your own shader. It's not that hard, and in fact a lot of the code you would need is already existing in other shaders, making the writing of your own quite easy.

Some of the functionality (especially occlusion) you need might be better with the use of a magic light (magic lights are a very useful tool when you begin to write shaders) : the ambient occlusion processing (which is related to all geometry in the scene) should take place in the magic light, and the value of ambient occlusion for the pixel being shaded passes to the different surface shaders during the illumination loop.

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