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LPE Full Diffuse and Full Reflection +Specular?

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  • LPE Full Diffuse and Full Reflection +Specular?

    Hey,

    I am trying to create two specific LPE. not sure if someone could help me

    1) Diffuse - >>>>direct Lighting + GI
    2) Reflection + Specular

    Thanks in advance

  • #2
    Here you go:
    1. Direct Lighting + GI
    Code:
    C<RD>((.+L)|(.*(O|B))|L)
    2. Reflection + Specular
    Code:
    C<R[GS]>((.+L)|(L)|.*[OB])
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

    Comment


    • #3
      many many thanks Aleksandar!

      Comment


      • #4
        Hey Aleksandar,
        The one in the top did work, but not the second for reflection.
        I am testing a result through glass (with refraction affect channels (all channels ON)
        The default Light Selection Options
        Direct Diffuse
        Indirect Diffuse
        Direct Specular
        Indirect Specular
        does work very well, I can see through the glass.
        I would like some how combine
        Direct Diffuse + Indirect Diffuse

        Direct Specular + Indirect Specular


        Therefore instead I get 4 Light Select per light(or group of lights).
        I would have only 2 Light select. So exr size and the nuke comp would become smaller.




        Attached Files

        Comment


        • #5
          Try these:
          1. Direct Diffuse + Indirect Diffuse
          Code:
          CT+<RD>((.+L)|(.*(O|B))|L)
          2. Direct Specular + Indirect Specular
          Code:
          CT+<R[GS]>((.+L)|(L)|.*[OB])
          These should give the respective components only through refractive objects.​


          To get both regular plus through refraction:
          1. Direct Diffuse + Indirect Diffuse
          Code:
          CT*<RD>((.+L)|(.*(O|B))|L)

          2. Direct Specular + Indirect Specular
          Code:
          CT*<R[GS]>((.+L)|(L)|.*[OB])
          EDIT: SImplified.
          Last edited by hermit.crab; 13-02-2023, 10:41 AM.
          Aleksandar Hadzhiev | chaos.com
          Chaos Support Representative | contact us

          Comment


          • #6
            NIceeee!
            Thanks Aleksandar I will check here! Very helpful! Thanks

            Comment


            • #7
              just tested here!
              Working very very well!!!! THANKSSS

              Comment


              • #8
                Originally posted by hermit.crab View Post
                To get both regular plus through refraction:
                1. Direct Diffuse + Indirect Diffuse
                Code:
                CT*<RD>((.+L)|(.*(O|B))|L)

                2. Direct Specular + Indirect Specular
                Code:
                CT*<R[GS]>((.+L)|(L)|.*[OB])
                EDIT: SImplified.
                Hey Aleksandar

                I've finally gotten around to giving the LPEs a try, they seem quite powerful! I do have a question though, I'm not quite sure how to get the result that I'm looking for. I think what you have posted here should give me my desired results, it's close, but not identical to the beauty.

                Basically, I’m wanting to have two light selects for a single light. One that that gives the same result a turning off “Affect Diffuse" on the light, and the other that gives the same result as turning off only “Affect Specular” and “Affect Reflections" on a light. Such that when I combine the two rendered light selects back together in Nuke, it’s identical as that same light with everything turned back on (everything combined would match the RGB).

                It seems to not work very well with the ALSurface material and a few others. When I combine the two light selects, the result is significantly darker on ALSurface material, and in some other materials I'm getting some minor differences in the highlights (V-ray Hair), or sometimes highlights reflected or refracted through another standard v-ray material. Is this possibly a bug in the LPE? Unfortunately I'm not on V-Ray 6 at the moment, I'm on 5.20.3. Do you know if this works with these other materials in newer builds?

                The current way I'm working (which seems to work perfectly for every material type) is by using two separate lights each with their own “Full” light select, turning off diffuse on one light and turning off spec & reflect on the other light, they combine back perfectly. They work perfectly for both reflections, refractions, and every material type that I’ve tried. But I would love to find a way with LPEs to do this with just a single light, and two light selects, that way I’m only messing with 1 light per position, and not juggling two lights for every light. I thought maybe what you had posted here might work (sounds like it would?) but it doesn't seem to be working for me.​

                Thanks!
                www.DanielBuck.net - www.My46Willys.com - www.33Chevy.net - www.DNSFail.com

                Comment


                • #9
                  Originally posted by Buck View Post
                  It seems to not work very well with the ALSurface material and a few others. When I combine the two light selects, the result is significantly darker on ALSurface material, and in some other materials I'm getting some minor differences in the highlights (V-ray Hair), or sometimes highlights reflected or refracted through another standard v-ray material. Is this possibly a bug in the LPE?
                  Have you tried the LPEs from the first post?

                  Originally posted by hermit.crab View Post
                  Here you go:
                  1. Direct Lighting + GI
                  C<RD>((.+L)|(.*(O|B))|L)

                  2. Reflection + Specular
                  C<R[GS]>((.+L)|(L)|.*[OB])

                  The ones you quoted were meant for objects seen through refraction. The darker result may be due to the transmission event, which affects SSS, too. I tried the setup (one light, two LPEs) on a simple scene with VRayALSurfaceMtl and it seems to comp correctly.
                  Aleksandar Hadzhiev | chaos.com
                  Chaos Support Representative | contact us

                  Comment


                  • #10
                    Originally posted by hermit.crab View Post

                    Have you tried the LPEs from the first post?



                    The ones you quoted were meant for objects seen through refraction. The darker result may be due to the transmission event, which affects SSS, too. I tried the setup (one light, two LPEs) on a simple scene with VRayALSurfaceMtl and it seems to comp correctly.
                    I would like something works for everything, reflections and refractions. The one you have posted there doesn't work through refraction :-\
                    Last edited by Buck; 04-08-2023, 12:49 PM.
                    www.DanielBuck.net - www.My46Willys.com - www.33Chevy.net - www.DNSFail.com

                    Comment


                    • #11
                      Originally posted by Buck View Post

                      I would like something works for everything, reflections and refractions. The one you have posted there doesn't work through refraction :-\
                      Okay, I figured out what was missing - the SSS itself. Another event must be added so that it works for ALSurface, etc. (basically, it becomes Direct Lighting + GI + SSS):
                      Code:
                      CT*((<TD>)|(<RD>))((.+L)|(.*(O|B))|L)
                      Aleksandar Hadzhiev | chaos.com
                      Chaos Support Representative | contact us

                      Comment


                      • #12
                        Originally posted by hermit.crab View Post

                        Okay, I figured out what was missing - the SSS itself. Another event must be added so that it works for ALSurface, etc. (basically, it becomes Direct Lighting + GI + SSS):
                        Code:
                        CT*((<TD>)|(<RD>))((.+L)|(.*(O|B))|L)
                        I'll give that a try, thanks!
                        www.DanielBuck.net - www.My46Willys.com - www.33Chevy.net - www.DNSFail.com

                        Comment


                        • #13
                          Originally posted by hermit.crab View Post

                          Okay, I figured out what was missing - the SSS itself. Another event must be added so that it works for ALSurface, etc. (basically, it becomes Direct Lighting + GI + SSS):
                          Code:
                          CT*((<TD>)|(<RD>))((.+L)|(.*(O|B))|L)
                          I gave this a try, and I think this works for the lighting pass, for the spec/reflect pass though I think I'm still having some trouble. (or maybe a combination of both aren't quite right?)

                          Mind if I send a simple test scene and a nuke script to you? I'd love to nail this down
                          Last edited by Buck; 16-08-2023, 03:57 PM.
                          www.DanielBuck.net - www.My46Willys.com - www.33Chevy.net - www.DNSFail.com

                          Comment


                          • #14
                            Originally posted by Buck View Post

                            I gave this a try, and I think this works for the lighting pass, for the spec/reflect pass though I think I'm still having some trouble. (or maybe a combination of both aren't quite right?)

                            Mind if I send a simple test scene and a nuke script to you? I'd love to nail this down
                            Please, do.
                            From what I tested, the Specular/Reflection pass should be correct either way.
                            Aleksandar Hadzhiev | chaos.com
                            Chaos Support Representative | contact us

                            Comment


                            • #15
                              Originally posted by hermit.crab View Post

                              Please, do.
                              From what I tested, the Specular/Reflection pass should be correct either way.
                              I've sent you a PM with a test file Looking at this again, it appears that the hair material is the only one not working.
                              www.DanielBuck.net - www.My46Willys.com - www.33Chevy.net - www.DNSFail.com

                              Comment

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