shading normal pass and orbiting camera

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shading normal pass and orbiting camera

Postby TheImageFaculty » Mon Jan 23, 2017 3:06 pm

TheImageFaculty Mon Jan 23, 2017 3:06 pm
Hi Guys,

I have an animation where the camera orbits around a product and we are using the Shading Normals pass for relighting in post.

The issue we have at the moment is that the normals are not 'aligned' to the camera. This means that as the camera travels to the rear of an object, the relighting needs to shift to another colour.
Is there an option to have a normal pass in 'camera' space instead of 'world' space, so the normal colours stay in the same orientation in relation to the camera? I guess what I am asking for is the normal pass to act more like a falloff map.

Thanks,
Darren
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Re: shading normal pass and orbiting camera

Postby face_off » Mon Jan 23, 2017 10:21 pm

face_off Mon Jan 23, 2017 10:21 pm
Hi Darren

The Normals passes are all in world space, not relative to the camera. So your two options are:

1) Have the camera static and animate the rest of the scene, or

2) Export as you do currently, and then apply the camera transform to the normals pass vector in a third party app

Paul
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Re: shading normal pass and orbiting camera

Postby TheImageFaculty » Tue Jan 24, 2017 9:07 am

TheImageFaculty Tue Jan 24, 2017 9:07 am
Hi Paul,

OK thanks for confirming.

I'd like to request that a camera based normal pass is implemented. Is this the right place to do this? or can you direct me to where I should submit this request.

Cheers,
Darren
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Re: shading normal pass and orbiting camera

Postby face_off » Tue Jan 24, 2017 9:31 am

face_off Tue Jan 24, 2017 9:31 am
I suggest posting this feature request to the Octane Standalone 3.05.3 thread, or https://render.otoy.com/forum/viewtopic.php?f=9&t=37045.

Paul
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