1. Baking problem with 3delight - RenderMan & RISpec
2. help!! problem with 3delight plugin for maya
i managed to load the 3delight maya plugin without any problems.but when i setup a scene and apply the shaders from the 3delight shader directory(C:\Program Files\3Delight\shaders) to the objects and hit the render button,these shaded objects become invisible in the rendered image!!! only the 'defaultsurface' shader seems to work properly.when i apply anyother shader the object vanishes!!.but im able to preview all the shaders using the preview button in the shader manager, of the plugin.only that im unable to use them on objects?? i tried exporting the scene as a rib and then applying the shaders outside maya,but this made no difference,i had the same problem. any pointers,as to what might be wrong would be greatly helpful.thx.
3. Problem with 3Delight + MinGW - RenderMan & RISpec
4. problem with 3delight in Houidni when try to render shadow
I am so dissappointed that I could not get the shadow rendered with
renderman renderer in Houdini.
the renderer that I am using is 3delight.
the lightshader i used is
light shadowlight (
float intensity = 40;
color lightcolor = 1;
point from = point "shader" (0, 0, 0);
point to = point "shader" (0,-1,0);
string mapname = "";
)
{
float atten = 1;
uniform vector A = normalize(to-from);
illuminate (from, A, radians(30))
{
if(mapname != "")
atten=1-shadow(mapname, Ps);
Cl = atten*intensity *lightcolor/(L.L);
}
}
Then my setting for the light in houdini is
shading:
Depth map : auto-generate (closest z)
z-depth map : Z:/Temp/dep.tif
rib
rib shader : "shadowlight" "mapname" [ "Z:/Temp/dep.tif" ]
the whole rendered image looks fine except the shadow is missing. But
the shadow looks fine when I rendered with mentra.
After I rendered the rib file, I also tried to use the command line to
render this file with 3delight. But there is an error message.
"user parameter "mapname" is of unknown type"
then I checked the rib, the line for this shadowmap is:
LightSource "shadowlight" "/obj/light1" "mapname" [
"Z:/Temp/dep.tif" ]
But the shadowmap file dep.tif was created successfully.
can anyone help me with this problem? It already spent 4 nights with
this problem. I believed Side efftects Houdini should write their menu
more clear with more example. (especially with the renderman topic)
thank you for your attention!
5. ANN: 3Delight 9.0 and 3Delight For Maya 5.0 - RenderMan & RISpec
Hi all, I'm having some problems getting the IBL functions to work correctly and I'm hoping someone can point me to a solution. I'm trying to use the 'indirectdiffuse' function to do a simple lookup of a environment map ie. Cl = indirectdiffuse( envmap, world_envdir ) * Kenv; but the resulting color/light information on a sphere seems distorted. It looks somewhat what I expect from the front but when I look from an angle or from behind the color/lighting is not consistent with what it is in the environment map. I've tried using a regular spherical image and a mirror ball format but both have similar problem. Any tips would be appreciated. Adam
7. 3Delight IBL+raytraced reflections problem - RenderMan & RISpec
8. 3Delight lighting problem with envlight shader
Hi All,
I use "envlight" lightsource shader for image based lighting and
plastic surface shader for the object.The object was exported from my
3d application without smoothing group info.I got a bad looking result
with dark slice on the object that seems can't be lit.Here is my RIB
file:
Format 784 436 1
Imager "background" "background" [ 0.298039 0.298039 0.998039]
Projection "perspective" "fov" 15.000000
Translate 0 -0.5 5
Rotate -30 1 0 0
Rotate -90 0 1 0
WorldBegin
Sides 2
Attribute "visibility" "trace" 1
Attribute "visibility" "transmission" ["Os"]
LightSource "envlight" 0 "string envmap" "building_probe.tdl"
"float Kenv" [0.200000] "float Kocc" [0.900000] "float samples" [16]
AttributeBegin
Surface "plastic" "float Ka" [1] "float Kd" [1] "float Ks" [1.0]
Color 1.000000 1.000000 1.000000
Opacity 1.000000 1.000000 1.000000
Polygon "P" [ 0.000000 0.500000 -0.000000 0.361035 0.500000
-0.307618 0.235649 0.500000 -0.414453]
"N" [ -0.000000 1.000000 -0.000000 0.668277 0.559891 -0.489824
0.460253 0.559998 -0.688890]
"st" [ 0.500000 0.500000 0.139326 0.807311 0.264586 0.914039]
Polygon "P" [ 0.000000 0.500000 -0.000000 0.235649 0.500000
-0.414453 0.081840 0.500000 -0.471298]
"N" [ -0.000000 1.000000 -0.000000 0.460253 0.559998 -0.688890
0.194157 0.560069 -0.805373]
"st" [ 0.500000 0.500000 0.264586 0.914039 0.418242 0.970827]
Polygon "P" [ 0.000000 0.500000 -0.000000 0.081840 0.500000
-0.471298 -0.081840 0.500000 -0.471298]
"N" [ -0.000000 1.000000 -0.000000 0.194157 0.560069 -0.805373
-0.097079 0.560069 -0.822738]
"st" [ 0.500000 0.500000 0.418242 0.970827 0.581758 0.970827]
AttributeEnd
WorldEnd
The 3 polygon is from part of the surface of a chair.There would
be no problem if the normals all point straight up or I use distant
light pointing straight down.Changing surface shader does no help.But
changing camera position will make difference.For example,if you
change "Rotate -30 1 0 0" to "Rotate -45 1 0 0" the dark slice will
shrink and if changed to "Rotate -60 1 0 0" or more the darkness will
just disappear.
So the env lighting is dependant on the camera view?
I think lights come from all direction by using envlight shader
but why the polygon couldn't be lit up?
Maybe I've made a conceptional mistake.Please help me out.
Thanks.
Ping