Is there any way to manipulate the colors of an Autodesk Point Cloud object set to "True Color"?
I still find myself still bouncing back and forth between using Krakatoa to render lidar data versus loading Recap files via the Autodesk Point Cloud object and rendering directly in Vray. Typically I prefer Krakatoa's speed and ability to manipulate the data and just comp it with the vray render, but today I needed to render a point cloud reflected on the ground. This led me back to the Point Cloud object and trying to render it directly in Vray, but results were horrible. I'll assume the implementation of the Point Cloud object is to blame, I don't understand quite how it works or what sort of geometry vray treats it as. Ignoring the fact that it produced ridiculous noise all over the image, what I was more interested in for now was that I ran into the situation where I am using the Physical Camera & Exposure in 2016, but seemingly had no way to control the colors of the point cloud object. The gamma always seems to be opposite of what I want in the Point Cloud and in this case due to my exposure settings the point cloud was blown out white (where the rest of my scene was lit as I intended.) Initially I went to the Autodesk Point Cloud material and tried messing with the settings there, "Color multiplier" seemed like exactly what I needed, except I found it had zero effect on the render, and interestingly I went so far as to completely remove the material from the Point Cloud object and it still rendered the same "true color" as seen in viewport. If I tried to render it with a vray material, it went all black. I guessed that perhaps the color data was stored in a vertex channel so I put a vertex color map into the diffuse and that didn't get me any results either, at which point I gave up and went back to Krakatoa.
I started looking into the 'render the pointcloud as a krakatoa atmospheric' technique Bobo mentions here so that it can be used as reflection natively in vray, but that got quite complex to load. The voxel grid was so slow to deal with I don't know that I'd be able to optimize it down far enough to realistically use for anything that took less than hours per frame.
Anyone have any insight?
I still find myself still bouncing back and forth between using Krakatoa to render lidar data versus loading Recap files via the Autodesk Point Cloud object and rendering directly in Vray. Typically I prefer Krakatoa's speed and ability to manipulate the data and just comp it with the vray render, but today I needed to render a point cloud reflected on the ground. This led me back to the Point Cloud object and trying to render it directly in Vray, but results were horrible. I'll assume the implementation of the Point Cloud object is to blame, I don't understand quite how it works or what sort of geometry vray treats it as. Ignoring the fact that it produced ridiculous noise all over the image, what I was more interested in for now was that I ran into the situation where I am using the Physical Camera & Exposure in 2016, but seemingly had no way to control the colors of the point cloud object. The gamma always seems to be opposite of what I want in the Point Cloud and in this case due to my exposure settings the point cloud was blown out white (where the rest of my scene was lit as I intended.) Initially I went to the Autodesk Point Cloud material and tried messing with the settings there, "Color multiplier" seemed like exactly what I needed, except I found it had zero effect on the render, and interestingly I went so far as to completely remove the material from the Point Cloud object and it still rendered the same "true color" as seen in viewport. If I tried to render it with a vray material, it went all black. I guessed that perhaps the color data was stored in a vertex channel so I put a vertex color map into the diffuse and that didn't get me any results either, at which point I gave up and went back to Krakatoa.
I started looking into the 'render the pointcloud as a krakatoa atmospheric' technique Bobo mentions here so that it can be used as reflection natively in vray, but that got quite complex to load. The voxel grid was so slow to deal with I don't know that I'd be able to optimize it down far enough to realistically use for anything that took less than hours per frame.
Anyone have any insight?
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