PTC BASED INDIRECTDIFFUSE – COLOUR BLEED

Bumped this over from the 3delight forum as well. Cheers Baopao

This is my way for ptc based indirectdiffuse() with 3dl 9.0.0.

http://www.alessandrodallafontana.com/p … p_mall.htm

here you will find 3 shaders.

I use standard maya shader.
I create a render pass for bake with in PreWorldMel:

RiAttribute -n “cull” -p “hidden” “integer” “0” -p “backfacing” “integer” “0”;
RiAttribute -n “dice” -p “rasterorient” “integer” “0”;

in advance render:

all AOV
standar atmophere on

create a shader collection override with the shader: ptc_surface_bake (bleeding color is fake autoilluminate color and in i_Ci I use 3 so diffuse light is multiply for 3).

create a Beauty render pass, in advance render:

all AOV
standar atmophere on

create a shader collection override with the shader: ptc_surface_bleeding

this shader have also a occlusion pass for details…. and read the aov_camera_normal of standard maya shader for bump effect.

and have the possibility of bake another ptc map for use after for reflection blur ptc based or convert in brickmap for read in the other volume shader: brikmap_read (only read the “_radiosity” info), or second indirectdiffuse pass…..
P.S. the aov for multipass rendering are: aov_ambient aov_occlusion aov_envcolor (this one is a custom pass, and write only the envcolor from envmap).

ALL SUGGEST ARE WELCOM…. 🙂
ciao

2 comments for “PTC BASED INDIRECTDIFFUSE – COLOUR BLEED

  1. Farsheed
    March 1, 2010 at 1:50 pm

    Could you please give us an example scene?

  2. tom painter
    August 26, 2010 at 9:34 pm

    cool!
    do you have a quick tutorial how to do PTC reflections? I really want to try that technique

    thanks
    Tom

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