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Normal pass

Posted: Sat Dec 14, 2013 8:59 pm
by bicket
Hi Octane Team.

Is their a way to have a new normal pass that is camera dependant ?

I mean :
The actual "Shading Normals" and "Geometric Normals" are space dependant (for example : red-X blue-Y green-Z )
I need a Normal pass from the camera point of view (Blue - front, Red - Left, Green - Up) just like the Vray Normal pass.

Is it possible ? Please

Re: Normal pass

Posted: Mon Dec 16, 2013 12:53 am
by FooZe
As far as i know this is not possible in octane.
(Unless someone has come up with an extremely creative way of doing this somehow).

Thanks
Chris.

Re: Normal pass

Posted: Mon Dec 16, 2013 7:57 am
by bicket
FooZe wrote:As far as i know this is not possible in octane.
(Unless someone has come up with an extremely creative way of doing this somehow).

Thanks
Chris.
I can make it in 3dsmax with the scanline renderer, so it may be possible : a simple shader with 3 falloff (Blue camera Z, Red Camera Y, Gree Camera X). Here is the scene.

My problem is that I have to change the render engine and assign this shader to all the objects in the scene.

for Karba : A material override in Octane for 3dsmax would be a must.