![]() Is it okay to call it blue? I'm not near my render computer and can't look at the colors right now. I've seen blue used in Lux, and never really cared for the result that way. and they are very similar to what I normally do for diffuse, etc. Specifically the colors in the subsurface scattering. I understand how it works, but I gotta say I don't understand WHY it works. Ok, lets talk about US2 for a minute, particularly how its used in the Photo Studio Kits. Take a look at page 120 to see the RiWorld from the surface's point of view: L: non-normalised light vector (from the surface to the light in surface shaders, from the light to the surface in light shaders) I: non-normalised "incident" vector, aka the viewing direction (from the "eye" point to the shading point) N: surface normal the way it comes (may well be non-unit-length, so yes we need to normalise it, otherwise the dot product gives us weird results) P: the shading point (the surface point being shaded right now) Maybe I will handle a proper physical sky envlight one day. The ready-made PhysicalSky.sl is an imager shader, so it's very limited moreover, Shader Builder does not allow making meaningful user parameters for imagers so you can't even pass the sun angle to it from the DS interface. Then the directions will match to what a DS sphere primitive would give.ĭoes that include a physical sky as well? But it creates "kettuworld", a new coordsys you can pass to shadeops like trace() instead of "world", when rendering with this script. Renderer.riCoordinateSystem("kettuworld") Īs you can see, it ends with RiIdentity so everything after that stays the same. Kettu: We need a new coordinate system! ![]() and now here we stick some new code because. Kettu: so you find the RiWorldBegin part of the script. While I'm writing the docs, have my coordinate system from the render scripts for stuff where you just can't change the vector: You're welcome, and hoorray to your son! Enjoy! And yes, the fact that "up" in DS is the Y axis, it's just so annoying but we will have to live with that. That little insight may help with some other light shaders I've been looking at, too. That one had been plaguing me for a while, I couldn't figure out where I was going 's the damn convoluted coordinates that DS is using that was throwing me. Physical Sun is a great little addition to the lighting toolbox.thanks Kettu. My son did find some thermal paste, so I'll be doing that tonight instead of testing this out.then I've got another shader to play with.thanks Kettu. But right now, it's the only shader worth using. The specular are also just the glossy brick modified to have fresnel. Material wise, most of the problems comes from US2 just having a diffuse Clay model, rather than the more proper Oren Nayar. Even when I toggle the strength of the ambient light to get some of the darkness back, it doesn't match the first render. The shadows are way too 'bright' on those areas. Compare that to the one taken with PWCatch applied to it. Notice how in this render, the shadows are much, much darker. Here's a render with just a plane, where I matched the colors of the plane and the background. To you, they look 'unreal' because they seem to be out of place with the background. Your brain expects visual cues such as much darker shadows in the area under the car, progressing darker as it gets further into the shadows, but couldn't find it. Like the versions of Renderman prior to 21.Looking good, but, you need a Daz environment as they still suffer from the uncanny valley.Īs I have said before, it's the shadow catcher shader (PWCatch) that isn't catching shadows and occlusion correctly. You might have to apply a hold out shader to the top level object alternatively. *Note: I don’t believe the “Hold out” option is available in 2.79 and earlier in the object properties. To do this, simply go to the same visibility drop down section of their object properties where you find the shadow catcher option. To eliminate these make you top level objects into hold outs. However for example if when you layer them back on top and you want them to be semi-transparent/holographic/ghost like you most likely won’t want those patches to be visible. This is usually fine since you would be layering your objects back on top. Now if you have the primary visibility turned off on you objects on top of your ground plane you will notice where they contact the ground plane there will be extremely dark patches/shadows. Wapah! Just like that your ground plane will be catching shadows. Next go to the visibility drop down section and click “Shadow Catcher”. First select for example the object that is receiving the shadow/s and then go to it’s object properties tab(orange box). ![]() This is pretty straight forward, but different from how other render engines and 3d packages do it so I’m gonna post a quick how to.
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