Liquid renderman6/13/2023 ![]() ![]() Setting rgbPP with rand(1,1,1) is probably too random for most use cases. From what I've read you shouldn't need to do any of this in renderman for maya, there's posts on the 3delight forums explaining how to get this to work, haven't tried arnold yet. In my tests, this works in mentalray and vray, fails in maya software renderer, fails any of the hardware render modes. Oh, if using vray, add vray attributes to the particleshape, and export rgbPP, opacityPP, userScalar1PP. As such, I had to create a few multiplyDivide nodes, and multiply the output of the ramp with particleSamplerInfo.rgb, and that to say the self-illum of a vray material, and a similar dance to get opacityPP to the cutout attribute. In my case, I was using rgbPP and opacityPP to get the look I wanted.
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