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  • nWorld pass, including bump information?

    I've just been setting up some passes for nuke re-lighting.

    I'm getting the 'Point World' and 'Normal World' values from the samplerInfo node, but the normal's pass doesn't include any information from bump maps (ie. a sphere is completely smooth instead of having noise in its normals). I tried the 'Normal Obj' and 'Geom Normal World' values but they're not doing much. I also tried the standard render elements 'normals' and 'bump normals' but I'm not sure what co-ordinate space they're in.

    Again I'm on vray 2.00.01 at the minute (we're in the process of upgrading to 2.2 though) so don't know if this has been fixed or is now an option.

    Cheers
    Martin

  • #2
    We don't have that as an option yet; I will make a note to add it. Let me know if you need it urgently I'll see what can be done about it.

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

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    • #3
      Ah no its not urgent, and even if you did include it in a nightly we're not setup to change versions easily

      It was just something I noticed was missing that could be useful

      Cheers
      Martin

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      • #4
        Isn't there any solution yet?
        We are required, an Obj/World space normal elemnts have included bump/normal map.

        The best solution is porting VRaySmaplerInfo elemnts of 3dsmax!

        Thanx

        OakCorp Japan - Yuji Yamauchi
        oakcorp.net
        v-ray.jp

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        • #5
          Hi,

          Unfortunately this option is not implemented yet.
          We will try to increase the priority.
          Tashko Zashev | chaos.com
          Chaos Support Representative | contact us

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          • #6
            I think it would be good if u can add a normal pass shader or so that u can stick in diffuse color which is self illuminating... Then I could script in overrides for objects and materials in scene to replace shader and get normal pass with bump. I find it very user full to have a normal pass node...(similar to MR ambient oclusion normal pass...)

            As for now maybe applying a white material with bump to ur object and then using 3lights top/left/front with R G B per each light with direct light option on and no shadow could cut it.. not sure its only theory that I bounce around in my head from a while now...

            Thanks, bye.


            Theory meets practice... Looks like its working... attaching scenes. Let me know if u want more help and if u want me to script you up automated process to reedit ur materials.

            Click image for larger version

Name:	VrayGlobalNormals.JPG
Views:	1
Size:	100.0 KB
ID:	846468normaltests.zip Just not too good when I'm trying to do some sellections so uhhh... fail
            Last edited by Dariusz Makowski (Dadal); 06-12-2012, 04:31 AM.
            CGI - Freelancer - Available for work

            www.dariuszmakowski.com - come and look

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            • #7
              Originally posted by DADAL View Post
              Theory meets practice... Looks like its working... attaching scenes. Let me know if u want more help and if u want me to script you up automated process to reedit ur materials.
              Wouldn't you be missing information on the dark side of the 3 axis? So in theory you'd want a 'negative' red/green/blue light coming from the opposite direction of the positive light. So -1 to +1, which could then be normalised.

              Of course, it'd be much easier to have a shader or AOV that does this out the box

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              • #8
                Yea I did miss information. So I flipped lights and used negative scale of rgb (rotated each color for 180 points or so) but did not work well. It looks fine-ich on render side but once I try to select normals crazy stuff happenz... but then again maybe it will work... Depends from ur scene and so on this might do the trick...
                CGI - Freelancer - Available for work

                www.dariuszmakowski.com - come and look

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                • #9
                  Originally posted by DADAL View Post
                  Yea I did miss information. So I flipped lights and used negative scale of rgb (rotated each color for 180 points or so) but did not work well. It looks fine-ich on render side but once I try to select normals crazy stuff happenz... but then again maybe it will work... Depends from ur scene and so on this might do the trick...
                  Yeah I don't think vray supports negative lights and rotating the colour wheel 180degs (which I think is what you meant?) would introduce colours that are meant to be on another axis.

                  It could be done with a two pass render and shuffling the channels in nuke, or I did have an idea of using the built in bumpNormals Render Element and trying to convert its co-ordinate space, something along the lines of dividing by the objects normals and multiplying by worldspace normals. (That is completely made up math, but the idea was to combine the bumpNormals pass with the nWorld pass somehow, I never actually got round to testing it)

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                  • #10
                    Aw interesting. Would have to tinker with it a bit more. I was hopping that once my light dont cast shadow it would just lit other side of the object with the same light or do some kinky weird stuff and start magically work...
                    CGI - Freelancer - Available for work

                    www.dariuszmakowski.com - come and look

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                    • #11
                      if you plug a sampler info with vray normal world into light material, run that light material through vray bump, you will get proper negative/positive info.
                      Dmitry Vinnik
                      Silhouette Images Inc.
                      ShowReel:
                      https://www.youtube.com/watch?v=qxSJlvSwAhA
                      https://www.linkedin.com/in/dmitry-v...-identity-name

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