![]() ![]() ![]() I’ve found this code on the internet, but also I had to tweak it to get the desired result(same as camera space bent normal of mental ray) The shader code for camera space normal is like this. Once you define output variables, you will be able to see them on the maya UI. “Shading Code” is for actuall shader code. ![]() There are 2 attribute slots in the renderman code node – you can define output variables in “shading parameters” box. – it can be mixed with other native maya nodes in the shading network – which is really powerful feature.įirst, create a surface shader and a renderman code node. – free from compiling the renderman shader The advantages of this node are like these. Also, you can use a compiled renderman shader, but there’s another way with a node named “Renderman Code” which has great potential. The objective of this tutorial is getting the identical camera space normal image as this one – what i have rendered using mental ray ambient occlusion shader with output mode “3”.ģDelight for maya can recognize almost every utility maya node, so you can easily build a shader with samplerInfo node, and 3delight will render it properly. Since there already is “camera space normal” in the predefined AOVs of 3Delight for maya, however it’s not the same as what many people expected. ![]()
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