Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 26-03-2012 , 02:49 PM
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shaderGlow quality ?

ahoi!

is there any chance to boost up the shaderGlows quality? I´ve already risen the quality from 1 to 100, still no improvement to see in my opinion. is the only chance to get a smooth glowing result to render an extra framebuffer for the shaderGlow and blur it in the post?

thx!


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# 2 26-03-2012 , 03:31 PM
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Hey Falott, good to see you again. Are you in mental ray or software? Have you tried playing with the threshold?


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# 3 26-03-2012 , 05:11 PM
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Hey there! user added image
Yes, I am in mental ray and played with threshold too. lowering the glowColor / increasing intensity made no difference. in the end the glow/halo always consits of same poorely distributed grain.


everything starts and ends in the right place at the right time.
# 4 26-03-2012 , 06:38 PM
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Could you send me a test file so I can take a look?


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# 5 26-03-2012 , 06:42 PM
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render an id and do the glow in post as you said.

# 6 27-03-2012 , 02:15 AM
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render an id and do the glow in post as you said.

Cheater! user added image


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# 7 27-03-2012 , 08:40 AM
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ok, here´s the testfile.

thx

Attached Files
File Type: zip glowTest.zip (24.0 KB, 203 views)

everything starts and ends in the right place at the right time.
# 8 28-03-2012 , 10:01 AM
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after some more testing, things start getting complicated..

I tried to render a glowSource pass, which unfortunately turned out to be black.

another approach was to check hide source and render with material overrides so only the glowing stuff shows up. bad luck again because I need to render an interface which has its lighted buttons under a one cm thick plane of glas with different refraction and glossiness values. so hiding other objects in turn eliminates some important effects (refraction/reflection of the buttons in other materials).

if anybody experienced in such FX things would render the glow separately, how would you go and extract the post effect glow? does it even make sense to use maya´s shaderGlow? right now I can´t imagine any plausible way to do that other than bake the effect into the beauty pass right away (but with a lot of grain..) user added image

still didn´t find any tutorial covering this field in a depth which is usefull for me.


everything starts and ends in the right place at the right time.
# 9 28-03-2012 , 11:43 AM
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does it even make sense to use maya´s shaderGlow?

no it doesn't make sense.

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