Closed jdent02 closed 7 years ago
FYI the RIB was from an IPR session. I read through the code and there's some language in there that makes me wonder if the portals are only exported during final render.....Is that the case?
Maybe? I'll take a look tonight.
Hey Brian. The portals work, kind of. There are some interesting issues though....
Originally I had a rotated Hemi lamp for the HDRI. I added a portal to the larger bay window of the kitchen and got the following render:
Which looks correct. Even after deleting the hemi lamp the portal still worked and seemed to keep the rotation of the HDRI (not sure how). When I went to add a second portal (at the sink window) I ended up with this:
The color is different, almost like the HDRI was rotated differently.
I checked the RIB (see attached) and there is no indication of Z rotation on the portals so I don't know how the once portal got it right but then adding a second one seemed to change it. I also noticed the two portal picture is cleaner with the same number of samples.
Can you attach the .blend file?
FYI I disabled the second portal in the scene outliner in this file
Hmmm... Yes I was hoping we could implement these simply. But I think we have to do them the RenderMan for Maya way:
Well it might be simple still. Realistically you'd only use one dome light per scene right? So if you have any portals in the scene, they can just copy the dome light info when rib'ing. No need to manually link them to the dome....
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On Mar 23, 2017, at 2:33 PM, bsavery notifications@github.com<mailto:notifications@github.com> wrote:
Hmmm... Yes I was hoping we could implement these simply. But I think we have to do them the RenderMan for Maya way:
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Well yes and no. Sigh, Sometimes I wonder if we should have just supported the world light and not dome lights. But Technically you could use two dome lights.
I think maybe the solution is to drag portals under the hemi in the outliner
On Thu, Mar 23, 2017 at 1:41 PM, Jon D notifications@github.com wrote:
Well it might be simple still. Realistically you'd only use one dome light per scene right? So if you have any portals in the scene, they can just copy the dome light info when rib'ing. No need to manually link them to the dome....
Sent from my iPhone
On Mar 23, 2017, at 2:33 PM, bsavery <notifications@github.com<mailto: notifications@github.com>> wrote:
Hmmm... Yes I was hoping we could implement these simply. But I think we have to do them the RenderMan for Maya way:
- You have to have a Dome light first
- Attach portals to the dome light
- When rib gen-ing we pass the Dome light params and coord sys down the portals instead of emitting the dome light.
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That could work. Each portal pulls the lighting info from it's parent....
I wanted to do this with filters but you can have filters on more than one light technically... can't have portals on more than one light.
On Thu, Mar 23, 2017 at 2:07 PM, Jon D notifications@github.com wrote:
That could work. Each portal pulls the lighting info from it's parent....
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Ok. So to fix this correctly I think we'll have to wait till the refactored code, because we are retouching the rib gen completely. But for now I can fix this correctly with a fixed Hemi Light rotation.
Ok better fix now. Here's an example how to use:
Looks like it works. IPR changes on the portal result in a black screen but that's something I can work around. Thanks for fixing this one Brian!
I bet you just need to pass the lamp.parent to export_light_shaders On Thu, Mar 23, 2017 at 7:49 PM Jon D notifications@github.com wrote:
Looks like it works. IPR changes on the portal result in a black screen but that's something I can work around. Thanks for fixing this one Brian!
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I'll consider this one fixed and closed.
Doing a test for the lighting challenge using an HDR for window light. Tried putting portals on the windows but it doesn't seem to work. Instead the portals are turned into regular PxrDome lights judging by the RIB (Area.002 is the portal). I'd troubleshoot it myself but the Renderman docs are really poor when it comes to giving any real detail on how the portal lights are configured. Also the intensity multiplier and color tint controls do not appear in the light tab when in Blender, so I'm not even sure if the exporter is parsing the portal ARG file correctly. Scene.0016.zip