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Final Gathering and transparency

Final Gathering and transparency

2004-03-11       - By Thierry

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Reply:     1     2     3     4     5     6     7     8     9     10  

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
>
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