Our work was reviewed today, casual presentation to our client.
To summarize, i went through what was done from day 25 to 28.
Mr Douglas also gave the idea of using "Rest Position SOP" like Mr Michael to solve the problem encountered last night.
While showing the caustics rendered to test rendering time and parameters. The lecturers explained that the method used for comparison should be done zoomed-in to see the difference at pixel level, at the same time do it with the lowest & highest set-up to see drastic change. Gotta keep that in mind.
Mr Douglas gave a suggestion to use "Cookie SOP"'s Group tab to group the inside of the boolean, the colour texture which was assigned to the rock turned to black after punching a hole in it.
Lunch with them, this time Mr Rafe joined us & was told he will be leaving the country in a few days as he is returning to the field. It was nice to be able to speak to him a little during lunch, hopefully we'll be able to see him again when we go for our IAP.
Back to the displacement problem, i was given hope on forum and i managed to fixed that problem by feeding "Rest Position VOP" into the 'P' input of the procedural noise used.
There were still bits of the reply i didn't understand, it was said object/world space will help with this, despite setting it to 'World' or 'NDC', the problem persisted.

I also tried "Rest Pos SOP" again and this time feeding "Timeshift SOP" into it's 2nd input as told, didn't work it's magic. As of now, only 'Texture' & 'Object' in "Rest Pos VOP" helped.
"Transform VOP" was used when i set up anti-alias noise, is there a difference?
Managed to fix the problem with guidance from forum, don't get part of the explanation though.
Asked again hoping for a simpler one...
Without Rest Position VOP
Feed in Rest Position VOP
Rest Position SOP, no normals
Rest Position SOP, add normals
The RP SOP either had no effect or it's missing something, RP VOP worked perfectly.
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