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Render alpha channel in vue esprit 63/30/2023 The first release of the PlantFactory technology preview plugin for C4D. Support for V-Ray Next & Arnold in the conversion tool of the VUE plugin.Rewritten scene export to *.c4D file format with cameras, hierarchies and animation.The integration with Cinema4D has been completely revamped and encompasses The big features in this release are common to both VUE & PlantFactory. Scene by Barry Marshall The BIG stuff (VUE & PlantFactory) This mode computes the displacement differently than the “unitless” mode, as it takes the object’s scaling along each axis into account, which is especially useful for objects with scale variations which use the same material.Īdditionally, more than 500 fixes and performance improvements were added across both applications. Real-world displacement: Following the rewritten displacement from the last release, you can now switch optionally to a displacement mode with real-world units. Path Tracer: The Path Tracer now supports both Relighting and NPR. New nodes in the Function Editor: For advanced normal map creation, RGB composer & decomposer as well as a “Normal” input were added. Please note that the Substance GPU rendering is responsible for generating the Substance material channels whenever you change a parameter or the Substance resolution, but not for rendering the final picture. Thanks to the calculation on the GPU, you can expect speed increases of up to 200% and more when editing materials, depending on the Substance material. Substance GPU engine: In the User Preferences (File – Options), you can now enable the Substance GPU engine for calculating and bitmap rendering of Substance materials. Scene by Walther Beck The small stuff (VUE & PlantFactory) Head to the Software Center or the Trial page to get the new release right now.įor a detailed list of changes, check out the full release notes. This release introduces compatibility for MacOS BigSur and for the following host application versions and render engines (bold items are new): We focused strongly on integration aspects for this one, but there are also some very useful other goodies. Likely not fast, but should work.We are happy to announce our first release of 2021. In theory you could use a rendered texture as the alpha channel as well (solving reallypeople's problem: render the target twice, once with diffuse shaders, once with specular, combine the two textures as desired I believe there is a way to replace an object's shader with another shader via code for a specific render pass). Only oddity appears that if I directly write the mask alpha to the output, I get its RGB as well, but mask.a+0.0001 fixes that. As I had a fixed gui alpha I wanted, I simply took the rendered texture as the base texture and overwrote its alpha channel with a mask texture (I used a duplicate of the original gui texture, but I had to resize it to be square). I was able to fix this by writing a custom shader for the object the rendered texture is applied to. The alpha chanel that is rendered to the texture is the raw alpha value of the object closest to the camera (ignoring all other objects behind it, ignoring what alpha means for that object, e.g. do you know a mobile shader similar to Mobile/BumpedSpecular that gets specular from a separated texture?īecause I was rendering a bunch of semi-transparent textures into a render texture, so I could display that on a single plane to place in front of the main camera (making a gui for the oculus rift is not easy, you're told to place it as objects in front of the camera, because no other camera will render on top of the oculus cameras and they won't take gui layers). Just in case we can't find how to fix it. _MainTex ("Texture (RGBA)", 2D) = "white" This is the shader that I'm using to render the alpha quad I'm pretty sure the problem is in the shader used to render the alpha quad because I've seen that tga textures with alpha are well interpreted by the bumpedSpecular shader also in Android. The result texture is used with a Mobile/BumpedSpecular material, in the computer it works but in the Android device it seems a full white specular. It is working in my computer, but it doesn't work in my Android!! So I make the render to texture and then on post render I draw a quad just in alpha channel using a specular texture. I need a texture with a runtime generated RGB (using render to texture) and an Alpha channel with specular information. Hi, I had a similar problem and I used Aras approach.
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