PDA

View Full Version : compute irradiance in rendermap (xsi6.5)


juju
04-11-2008, 10:20 AM
Hi,

My question is : How can I do to catch irradiance channel in a rendermap ?

I can set "illumination only" in the map's parameter of my rendermap property, but that's not what I want.
Furthermore, when I add Irradiance channel in the render manager Option, and uncheck the main channel, it's always the main channel which is rendering in my rendermap's render.

Do you have any solution or idea to resolve my problem ?
thanks.

Denfound
04-14-2008, 08:42 AM
I juju

I am glad that i'm not alone to try to catch the irradiance channel.

I am also interested in the answer.

If somebody know how to do that ;)....

Thanks.

juju
04-14-2008, 10:35 AM
Hi, thanks for your post Denfound !

I want to reproduce the mental ray illumination with a rendermap.

I have to mix my original texture with my rendermap illumination texture.
So I don't need to set a big resolution on my rendermap's texture. The details are in the original texture.

To do this, I use the "modulate * 2" blending mode (inputA * inputB * 2). the result is darker or lighter depending on the rendermap.
But the result is different not what I want (see picture for expected result). You can see my actual workflow on this picture.

http://img389.imageshack.us/img389/3761/schema01jv1.jpg


I think I can reproduce more finely the Expected result by computing compute irradiance's rendermap and shadow's rendermap.

But I don't know how to compute irradiance in a rendermap.
Anyone to help me ?

Thanks.