The last time i couldn't bring the molten shader from R&D hip file over to actual scene hip file, it was resolved by compiling as vex and installing it as an .otl. Now it's not rendering correctly (#1 image) on the actual scene file, there was no changes done.
After I wired in the mask i painted in Photoshop, it works on the R&D hip file and stopped functioning after i compiled and installed it back in actual scene hip file...
Things I tried:
- Attempted to copy/paste the entire shader network again
- Promoting map parameter on "Texture VOP"
- Vertex or Primitive UV Attribute used in Material SOP
- Checking if it's UV related issue
Managed to get it to work by saving it as a digital asset instead of compiling the vex code!
This issue took a lot of time from me...
Shader compiled and brought into actual scene file, not functioning as expected
Used mandril image to test if it's UV related, appears UVs are fine
Finally working, save as digital asset
WIP: Sparks Effect
As mentioned previously, i had 2 different networks generating sparks flying towards camera & splitting near hammer head. Here I finalized the fg_sparks (foreground) and did a quick render without the hammer model.
00_fg_sparks_main_and_split
http://www.vimeo.com/28541513
00_sh020_hhead_attribxfer_surface_spark_particles
http://www.vimeo.com/28541670
About to begin setting up takes and rendering my props in layers.
Here the hammer is already implemented with the attribute transfer set up explained on Day 66 with both main and split sparks network merged.
WIP: Molten Shader (Shot030)
Simple test to see how more details would help in shot 030, it would consume more time if i were to work on the molten shader again. So i decided to leave it as it is.
WIP: SHOT030 Camera Movement
00_sh030_cam_pull_out_slow_flipbook
This was the result after consulting both Evan and Steven again.
Evan gave me suggestions on how i should deal with the close up shot020, i could tile the high resolution molten mask for shot030 - that way i'll get enough details, so i don't waste more time painting a brand new mask from scratch.
Question: Using time variable in SHOP
Side-track for a bit, it wasn't exactly needed for this project.
Just something i wanted to know as i'll be able to achieve something interesting in the future.
Posted a thread and obtained a reply,
WIP: Hammer's material
There was a sudden change in the hammer's look, as i was adding more to it's color/displacement maps. Version 12 was what i had along the way, on version 13/14 - the look completely changed. I went back a few versions on the color/displacement maps to see if i could return to what i had before on version 12.
After all that testing, the problem didn't lie in the textures. I was rendering the turntable with the wrong light rig, was careless of me!
12_hammer_turntable
http://www.vimeo.com/2703322314_hammer_turntable
http://www.vimeo.com/28178911end.






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