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Position map element with Vray....

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  • Position map element with Vray....

    Hi! is it possible to create something like a work position map element in Vray? this is very useful for comp elements in software that can take this like Flame, here is an explanation of how it works just in case:

    http://docs.autodesk.com/flamepremiu...52EEEDD462.htm

  • #2
    Originally posted by victorwol View Post
    Hi! is it possible to create something like a work position map element in Vray? this is very useful for comp elements in software that can take this like Flame, here is an explanation of how it works just in case:

    http://docs.autodesk.com/flamepremiu...52EEEDD462.htm
    Perhaps vraysamplerinfotex in an extra tex element?

    http://help.chaosgroup.com/vray/help...lerinfotex.htm

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    • #3
      thanks!! Looks like that would do it.... I would let you know

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      • #4
        There is also a VRaySamplerInfo render element that does the same thing.

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

        Comment


        • #5
          Thanks! This does exactly what I was looking for, now I have a question about it, how does VRAY subdivide the space when save this info in floating point? does it have in mind the near and far planes of the camera? I understand that floating point can have a great range, but the steps between pixels still are going to be in proportion with the closest and farthest point needed... if the closes point is 0,0,0 and the furthest is 0,0,10.000.000.000.000 the decimals for the position of that Z point are going to be pretty low.... does it makes sense???

          I ask this because I see some stepping into the position map when I use it to re-shade some objects in Flame. This seems to be not enough steps in Z because if I apply a little bit of a blur in the position map, then things looks better, but of course this affects the edges of the objects.

          Thanks!!!

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          • #6
            For position passes and zdepth, a lot of compers have found that they're better off rendering those two passes in full 32 bit as opposed to the default 16 bit exr files for greater accuracy.

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            • #7
              What file format are you saving to?

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

              Comment


              • #8
                Originally posted by joconnell View Post
                For position passes and zdepth, a lot of compers have found that they're better off rendering those two passes in full 32 bit as opposed to the default 16 bit exr files for greater accuracy.
                Unfortunately Flame supports only 16 bits for now.

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                • #9
                  Originally posted by vlado View Post
                  What file format are you saving to?

                  Best regards,
                  Vlado
                  EXR 16 bits half float. For the reasons I mentioned above.

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                  • #10
                    set itbto 32 bits...
                    I only act like I know everything, Rogers.

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                    • #11
                      It won't make a difference in this case, because Flame will sample it down to 16, that's why I was asking if there was a way to set the maximum and minimum so ther 16 bits can cover more decimals.

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