Final Gathering and transparency 2004-03-11 - By Thierry
Back Hello,
I think it's again this funny environment problem where you have to apply an environment node to each grid as well as the environment on the Pass
Try this combination:
Pass HDRI : Environment---> Bgdn 0 Reflection 0 Final Gathering 0.35 no need of animation.
Small Grid : At transparency 0, ---> Environment Bgdn 0 Reflection 0 Final Gathering 0.35 At transparency 1,---> Environment Bgdn 0.35 Reflection 0 Final Gathering 0
Big Grid: Environment Bgdn 0 Reflection 0 Final Gathering 0.35 no need for animation.
I have animated the transparency of the small grid from 0 to 1 and it works for me.
Hope it helps,
Thierry.
-- -- Original Message -- -- From: "Jeff McFall" <Jeff.McFall@(protected)> To: <XSI@(protected)> Sent: Wednesday, March 10, 2004 10:09 PM Subject: RE: Final Gathering and transparency
> Not sure what happened with the formatting on that last script - this one should work better.... > > CreateImageBasedLightingPass "Pictures\noIcon.pic" > CreatePrim "Grid", "MeshSurface" > SetValue "grid.grid.ulength", 30 > SetValue "grid.grid.vlength", 30 > ApplyShader "Lambert", , , , siLetLocalMaterialsOverlap > CreatePrim "Sphere", "MeshSurface" > ApplyShader "Lambert", , , , siLetLocalMaterialsOverlap > SelectObj "Camera" > ToggleVisibility > Translate , 0, 20, 0, siAbsolute, siParent, siObj, siY > SelectObj "sphere", , True > Translate , 0, 4, 0, siAbsolute, siParent, siObj, siY > InspectObj "Passes.HDRI", "General", , 1 > SetValue "Passes.HDRI.Environment.background_intensity", 0 > SetValue "Passes.HDRI.Environment.fg_intensity", 0.35 > > -- --Original Message-- -- > From: Jeff McFall [mailto:Jeff.McFall@(protected)] > Sent: Wednesday, March 10, 2004 3:56 PM > To: XSI@(protected) > Subject: RE: Final Gathering and transparency > > > No, > > Ive included an image to illustrate as well as a slightly modified script which I think better represents the issue. > > Run the script and adjust the opacity on the sphere, when 100 % transparent it still makes a shadow > > > CreateImageBasedLightingPass "Pictures\noIcon.pic" > CreatePrim "Grid", "MeshSurface" > SetValue "grid.grid.ulength", 30 > SetValue "grid.grid.vlength", 30 > ApplyShader "Lambert", , , , siLetLocalMaterialsOverlap CreatePrim "Sphere", "MeshSurface" ApplyShader "Lambert", , , , siLetLocalMaterialsOverlap SelectObj "Camera" ToggleVisibility Translate , 0, 20, 0, siAbsolute, siParent, siObj, siY SelectObj "sphere", , True Translate , 0, 4, 0, siAbsolute, siParent, siObj, siY InspectObj "Passes.HDRI", "General", , 1 SetValue "Passes.HDRI.Environment.background_intensity", 0 SetValue "Passes.HDRI.Environment.fg_intensity", 0.35 > > > > > > > > > > -- --Original Message-- -- > From: Jim Rothrock [mailto:jimr@(protected)] > Sent: Wednesday, March 10, 2004 3:34 PM > To: XSI@(protected) > Subject: Re: Final Gathering and transparency > > > I ran the script. When the transparency color (in the Mix Color group) was set to black, I got a small gray grid casting a white "shadow" onto a large gray grid. When the transparency color was set to white, the small grid was invisible and the large grid had no shadow on it. Are these the results you're getting? > -- > Jim Rothrock | jimr@(protected) > -- -- Original Message -- -- > From: "Jeff McFall" <Jeff.McFall@(protected)> > To: <XSI@(protected)> > Sent: Wednesday, March 10, 2004 11:33 AM > Subject: RE: Final Gathering and transparency > > > > Here is a script which illustrates the effect I am seeing > > > > Run this script then select the smaller grid and adjust its > > transparency > from 0 to 100% > > You will notice that it leaves a shadow even though it is completely > transparent > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi
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