PDA

View Full Version : make a diffuse pass


lehko
03-06-2008, 12:38 PM
Hi all,

I'm trying to make a "strict" diffuse pass (like the albedo of ultimapper, for example),
but there is always a sort of default self shadows on objetcs, and I don't find how to remove it :/

So, I wondered if someone have any idea to make this pass .

best regards,

lehko

Adrian Lazar
03-06-2008, 12:54 PM
hmmm, not sure but you can try to overright all the shaders (phong, blinn, etc) with a constant one (keep all texture imputs)

patrick.n
03-07-2008, 10:33 AM
Here's an idea...
put an override on your partition(s) with the objects you want.
add the material-normal (Bump Map) parameter to the override.
via the connection divot in the override, add a vector-share node and set it to 0,1,0.
hide all your lights and add a new one at 0, 10000, 0.
that should do it.
Patrick

lehko
03-07-2008, 12:41 PM
hi,
I'm not so familiar with override properties (not at all in fact).
So it was a bit tricky.

Patrick.n, your solution works perfectly. Just a point, in case of material which have some reflectivity properties (that's creating artifact on surface's object). But it's OK for me, because reflexions are on another pass.

Adrian, your idea is quite interesting too (maybe for the reflexion issue), I'll check it deeper later.

Thanks a lot :smile:

lehko