Planetside Software Forums

General => Terragen Discussion => Topic started by: JimB on June 20, 2008, 06:47:52 AM

Title: Object primary/secondary rays
Post by: JimB on June 20, 2008, 06:47:52 AM
Pretty important, I think, for production use is being able to switch off primary rays on objects, so they can cast shadows but not be visible, and leave a clean background for comp. Any plans for this to be implemented?
Title: Re: Object primary/secondary rays
Post by: JimB on June 26, 2008, 08:02:50 AM
bump

I really think this should be considered. TG2 doesn't have the range of material shaders, yet, to match the likes of Mental Ray. Landscape shaders are its strength. Until it does, I really believe the option to switch off object primary rays should be added (like most any other entity has the option) to create a clean background for comp and subtle FX, but object shadows and reflections (reflection as a subtle influence probably) are present.
Title: Re: Object primary/secondary rays
Post by: jo on June 26, 2008, 08:14:28 AM
Hi Jim,

I believe this is something that will be implemented, as part of our policy of wanting to make it easy to composite TG2 generated scenes with objects or whatever from more general purpose renders. I know it's something we talked about long ago. Not sure when this will be done, but probably after the TG2 final release.

Regards,

Jo
Title: Re: Object primary/secondary rays
Post by: Matt on June 26, 2008, 08:47:51 AM
We are almost at feature freeze for the beta, but I think this is probably simple enough that I may be able to squeeze it in.

Matt
Title: Re: Object primary/secondary rays
Post by: JimB on June 26, 2008, 09:11:35 AM
Star man, many thanks indeed  ;D
Title: Re: Object primary/secondary rays
Post by: cyphyr on June 26, 2008, 03:48:47 PM
Any chance of a depth mask to go along with that, would be very useful. Thanks
Richard
Title: Re: Object primary/secondary rays
Post by: cyphyr on June 26, 2008, 04:27:07 PM
weird, managed to post twice lol
Title: Re: Object primary/secondary rays
Post by: Matt on June 27, 2008, 05:23:03 PM
Dedicated z-depth output will have to wait until after 2.0 final, because this can be done already using the distance shader even though it is not the ideal solution.

Matt