Monday 28 September 2009

Diffuse No Shadow - not working using Passes method

Hey Guys,


I'm trying to render out some passes for my current project, the Ambient Occulusion and Shadows I have done as Layers and the the others I am doing as Passes.

The Diffuse No Shadow [DNS] doesn't seem to be working where as the master beauty is doing what the DNS shouldbe but still has reflections on it.

I've used the same technique as I did for my jet in regards to the passes set up, the only different is that I'm using Final Gather and IBL with some other lights. My Jet scene just uses a spot light dome. It seems like the DNS pass is doing what it should and not rendering out shadows but it look really dark in places, it should look bright but just flat colour diffuse, no shading or reflections. (My jet DNS pass looks exactly how it should, I'm thinking it could be a IBL/FG issue. I've tried selecting the Passes layer and turning the main sunlight (only light casting shadows) to Raytrace shadows OFF, but that turns off all shadows for all Layers, it's not Layer specific even with the orange override. Any suggestions ?

It would also be nice to know how to turn off shadows for one layer and turn on for other layers using the override command, i can't get that to work otherwise.

Here are the Master Beauty and Diffuse No Shadow passes.





(above) Diffuse No Shadow pass, click for larger image, looks like FG isn't doing it's job or other lights arn't working but they are in the Passes Layer.




(above) Beauty pass, click for larger image, closer but reflections etc are baked in, no good :(




(above) Diffuse No Shadow, click for larger image, exactly how it should turn out






(above) flat colour diffuse, click for larger image, does what it says on the tin but different effect to the jet diffuse no shadow, there is no colour shading.

Wednesday 23 September 2009

DEMO PROJECT..














HI GUYS
HOW ARE YOU ? , I HOPE YOU GUYS EVERYTHING IS FINE..

FINALLY I ALMOST FINISH MY FIRST SHOT OF MY DEMO...HERE YOU GO ......YEAH...ONLY ONE IMAGE..... I ENSURE THAT THE ANIMATION VERSION ALMOST DONE ..I`LL POST THAT AS SOON AS POSSIBLE....
EVERYTHING IN THIS SHOT ARE 3D ...
I USED CAMERA PROJECTION TECHNICS FOR BUILD THE TOKYO CITY AND MAYA OCEAN SHADER FOR THE OCEAN SURFACE , END UP WITH THE MR PHYSICAL SUN & SKY FOR LIGHTING..HOPE YOU LIKE IT.

CHEERS

TU

Monday 14 September 2009

texture baking explained


Texture baking is taking the different texture maps and making one map out of them. For example, if you have a the following maps I did below you can bake them to one map shown above. Bump, specular, transparency, diffuse and light infomation from the scene light rig is all 'baked' together in one map. This is done so when you make video game model's characters, levels the processor doesn't have to calculate it all real time, so you can use the cpu power to do other things. Thats my understanding of it...i guess you can use it in VFX, saves you loading in loads of maps and calculating everything, if the scene is set static with the light setup baked in you can do away with lights all together in the scene to save processing. :)

you can also export the occlusion map and then run it over the baked map using the multiplyer function.






Monday 7 September 2009

baking spec, bump, transparency,diffuse,occlusion = 1 map

If anyone needs any help on texture baking, I've pretty much mastered it, let me know if you need help