Diffuse color pass?
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Is it possible in Octane to render just color/texture of an object without any shading? I want to overlay normal map set into color slot above the interpolated vertex normal render
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
Hi Kirk,
Sorry, I'm not exactly sure what you want... maybe some screenshots or example images might help explain?
Would the directlighting kernel on "GI_Mode"->Ambient (with the default uniform texture environment) be what you want?
Thanks
Chris.
Sorry, I'm not exactly sure what you want... maybe some screenshots or example images might help explain?
Would the directlighting kernel on "GI_Mode"->Ambient (with the default uniform texture environment) be what you want?
Thanks
Chris.
Thank you, it's what I wanted. Just need to find a way how to add normal mapped bamp to deep_channel_kernel >> shadeing normals. I need a complete normal pass.
Hope to do it in post process somehow with normal textures rendered as diffuse color .
Would be nice if those normal mapped details would be included by default + the one sided polys would be rendered as two-sided as in usual render.
Hope to do it in post process somehow with normal textures rendered as diffuse color .
Would be nice if those normal mapped details would be included by default + the one sided polys would be rendered as two-sided as in usual render.
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity