2 Replies to “Updated Shaders”

  1. Hi
    I know you have written very nice shader but it is useless to people like me who don’t know the process of using it for generating AO,Color bleeding or SSS.
    I request you please make a detailed tutorial about how to create point cloud ,how to make use of bake, pre and post render mel etc.
    I know you might say I should read documentation but as I tried time and again and failed to understand may be my brain doesn’t work the technical way and I assure you there are many more like me who would have been benefited ,if you can produce a tutorial explaining every step to achieve the desired result in 3delight by using your shader or some other shader.I apologize if you find my request a shear waste of time .
    Thanks
    Greg.

    1. I just don’t know how much more I can break it down. Have you read through the 3Delight User Manual?

      It’s basically like this:

      You have a scene.
      Create a new 3Delight Render Pass.
      Create a new 3Delight Shader Collection via the Assignment Panel.
      Create an Atmospheric shader from my ptc_uber.
      In that shader check the box for baking, color baking, and choose where the PTC will go.
      In your 3Delight Render Pass, set that collection as the collection to render, in Pre World MEL put in the MEL I said to, and make sure All AOVs and Standard Atmospheric Shaders are on.
      Render that pass.
      Create a new 3Delight Render Pass.
      Make a new 3Delight Shader Collection, with a new ptc_uber Atmosphere Shader.
      In the new shader, check AO (or whatever effect you want) and the right 3Delight PTC file.
      Make that new collection the set to render in the new 3Delight Render Pass.
      In the new Render Pass, make sure All AOVs and Standard Atmospheric Shaders are on.
      Render the new Render Pass.

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