  | | | Texture Decalish Pass. | Texture Decalish Pass. 2005-03-09 - By Alan Jones
Back 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. --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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