Re: Laci's wip
Posted: Fri Sep 06, 2019 11:39 am
If you don't plan to scatter hundreds of palms, you could use group instances instead of hair particles and distribute them manually.
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I don't scatter palms, they are placed manually. Hair was on the palm but it will always stay in it's original position even if I move linked object(palm) away.B.Y.O.B. wrote: Fri Sep 06, 2019 11:39 am If you don't plan to scatter hundreds of palms, you could use group instances instead of hair particles and distribute them manually.
Have you tried to make hair real? There is a way to make a mesh object from particles. Check the blender manual. Work woth a copy of the scene because it is a tricky way to go.lacilaci wrote: Fri Sep 06, 2019 11:43 amI don't scatter palms, they are placed manually. Hair was on the palm but it will always stay in it's original position even if I move linked object(palm) away.B.Y.O.B. wrote: Fri Sep 06, 2019 11:39 am If you don't plan to scatter hundreds of palms, you could use group instances instead of hair particles and distribute them manually.
I know how to convert particles to object, however with hair this would result in completely insane poycounts (hair+children). For now I'm staying away from hair. Next time I'd either be fixed or I'll append objects.FarbigeWelt wrote: Fri Sep 06, 2019 12:29 pmHave you tried to make hair real? There is a way to make a mesh object from particles. Check the blender manual. Work woth a copy of the scene because it is a tricky way to go.lacilaci wrote: Fri Sep 06, 2019 11:43 amI don't scatter palms, they are placed manually. Hair was on the palm but it will always stay in it's original position even if I move linked object(palm) away.B.Y.O.B. wrote: Fri Sep 06, 2019 11:39 am If you don't plan to scatter hundreds of palms, you could use group instances instead of hair particles and distribute them manually.
Do not forget to make mesh object using one user only (should be in the vertex menu, some button in the menu line, I mean the menu you can define e.g. vertex groups). If you do not make single user, you may get a real mess.
You can make any material transparent, it is a general material attribute and it is not related to glass (it is just the % of rays that will pass trough). For instance, you may want to use a 50% transparent mirror.lacilaci wrote: Fri Sep 06, 2019 1:47 pm Is it possible to get transparent alpha from glass shader? (not architectural)
I understand, but I want only alpha channel to have this transparency. So that I can compose background in post since I cannot use ocean mesh.Dade wrote: Fri Sep 06, 2019 2:06 pmYou can make any material transparent, it is a general material attribute and it is not related to glass (it is just the % of rays that will pass trough). For instance, you may want to use a 50% transparent mirror.lacilaci wrote: Fri Sep 06, 2019 1:47 pm Is it possible to get transparent alpha from glass shader? (not architectural)
Ok, I think you need to use OBJECT_ID_MASK AOV to get the mask of "glass" object, once you have the mask you can use photoshop/gimp/Blender for any type of compositing you may needlacilaci wrote: Fri Sep 06, 2019 2:13 pm I understand, but I want only alpha channel to have this transparency. So that I can compose background in post since I cannot use ocean mesh.
Oh I seeDade wrote: Fri Sep 06, 2019 2:20 pmOk, I think you need to use OBJECT_ID_MASK AOV to get the mask of "glass" object, once you have the mask you can use photoshop/gimp/Blender for any type of compositing you may needlacilaci wrote: Fri Sep 06, 2019 2:13 pm I understand, but I want only alpha channel to have this transparency. So that I can compose background in post since I cannot use ocean mesh.![]()
OBJECT_ID_MASK AOV isn't exactly the transparency but they are values between 0.0 and 1.0 so it can be scaled to any level of transparency you need (during post-processing/compositing).