[Closed] Scripted Render Elements ?
that’s the way most people go… there’s a few similar-ish scripts up on scriptspot.com… I swear there was one on our forums as well but the search terms are entirely too common
The ‘biggie’ is that you have to know for each material type what its opacity/transparency type parameters/maps are and, of course, it does squat for refractive transparency (fog would work there, but comes with its own set of problems)
“Override materials and distance falloff maps… ” PLEASE i am not an idiot… I AM SPEAKING FOR SINGLE PASS RENDER :buttrock:
“The ‘biggie’ is that you have to know for each material type what its opacity/transparency type ” I KNOW THIS ALREADY check what G-Buffer outputs. Check the depth (not only the channel but his layers too). There is everything needed and if you combine data from transperancy channel and node ID channel i think transperancy is clear
The idea is not Production Final quality, and yes i know there are many ways to acheive the same result. i want to focus more on what is possible to extract from single depth and normal pass THE GOAL IS TO GET AS MUCH DATA AS POSSIBLE from those 2 channels with POST actions. Its slow for now, but when it goes on C++ speed will be incredible. Actualy there are some simple calculations that can be reduced even more and thinks can go to a lot of fps.
I am working on Shadow calculations, this is a big challange for now. If sombody has a clever solution please share it. Shadows of coarse cant be precise in order that i dont have 360 info for the objects but it is a future problem, and it has a solution i belive.
Well, excuse you if you thought we labeled you an idiot when we suggested some possible solutions and pitfalls to those solutions (and we didn’t realize you didn’t care about production quality, of course)
I’ll leave you to your shadow problem, then. Good luck!