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Texture Decalish Pass.

Texture Decalish Pass.

2005-03-09       - By Alan Jones

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Reply:     1     2     3     4     5     6     7     8  

Hi All,

I woke up this morning thinking about bumpmaps - sad I know, but
fortunately I don't remember my dreams. Anyway this got my thinking
about something I've said before about the bumpmap input on materials
being a lie - it's really more like a normal replacement input. This
lead me on to someone asking a while ago about rendering out a pass
with the input of the diffuse channel straight through unlit.

So anyway - here's another (untested) way that doesn't require pluging
in to ambient and messing with ugly hacks to get overrides on the
global ambience.

Create an empty pass. Create an override on your background objects
partition for the bumpmap port - if you can get the number directly in
the override great, if not just make a connection port. Also override
the other things you want to switch off like specular etc.  If you got
a connection port then select the override and open the rendertree.
Create a vector share node and plug it in to the bumpmap override
input. Put 0,1,0 for the vector - if you got the number directly in
the override then enter them there.

Now make all the lights in the background partition hidden and create
a new directional light in a new partition. Set it's color to white
and intensity to 1. Point the directional light straight down in the Y
axis. Make sure you left it's shadows off.

You're done. If you're wondering what this does it replaces the normal
at every point on every piece of geometry with one pointing straight
up on the y axis. This way every point will receive an illumination of
1 from the directional light.

Cheers,

Alan.
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