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What's the formula to compute the final pass with "affect all channel" enabled ??

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  • What's the formula to compute the final pass with "affect all channel" enabled ??

    Hi all,

    The question seems a very basic one, but it did take me down for several days, I in fact posted in another section, no one replied me, so I come here look for helps. I coded a node in nuke to compute the final image by using the following formula: Self-illumination + Direct lighting + Global illumination + Reflection + Refraction. No questions about that.

    The prolem occured once our artist enable "affect all channel" in refraction section of VRayMtl. The above formula does not work, cause refraction is included in every element pass, refracted objects are visible in GI and Direct lighting and refelction, so i'm wondering what's the best way( or formula ) to compute the final image in this case? How does vray do this?

    Thanks !!!!

  • #2
    That's a good question. I guess you'd have to mask out the refractive object from the refraction element, so that the entire refraction effect comes from the other elements.

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

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    • #3
      Thank you for replying... Yep, just like you said, since we didn't find a direct way, we have to mask out required refraction objects for further work....

      Best regards

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