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  • World based normal pass

    Heya

    Is it possible to render a normal map pass using word coordinates so I can use it for lighting animation? The normal map in elements is changing as the camera changes for the moment...

    Thanks, bye...

    Oh btw its quite urgent!
    CGI - Freelancer - Available for work

    www.dariuszmakowski.com - come and look

  • #2
    Use the VRaySamplerInfo render element, set the Type to "Normal vector" and leave the coordinate system to "World"

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Thanks, and done =D looking sweet ! What does the other parameters do? The reflection and refraction?

      The normal bump come out black - is that normal ?
      CGI - Freelancer - Available for work

      www.dariuszmakowski.com - come and look

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      • #4
        Reflection and Refraction outputs according vectors. e.g. the eye vector reflected by the surface vector.

        Regards,
        Thorsten

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        • #5
          Humh, never really hear of it, how am I about of using that in PS? I gotta do a test render see what it actually looks like...
          CGI - Freelancer - Available for work

          www.dariuszmakowski.com - come and look

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          • #6
            You don't i guess. You could use that normal directly to cast into an environment map without having to reflect the eye vector...not in PS tho heh

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            • #7
              I'm guessing its NUKE + re-reflecting and refracting items in post?
              CGI - Freelancer - Available for work

              www.dariuszmakowski.com - come and look

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              • #8
                For example. You do not necessarily need these passes tho. Given WorldPos, WorldNormal and the camera they can easily be calculated in post. Or based on Cam, Z and Normals etc. Given the Cam and ANY positional pass (including Z) and ANY consistent normalpass you can calculate any other. So more of a convenience thing hehe.

                Regards,
                Thorsten

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