https://docs.chaosgroup.com/display/OSLShaders/Additional+procedural+noises.similar with alshaders textures, works wirh arnold 5
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that would be great - also the everywhere used alRemapcolor would
be nice to have and make the conversion very simple
- Physical sky in Arnold 5: Thin Walled's working with Sun but it is NOT working with Sky -> Look Terrible !- Physical sky in Arnold 4 : Alshader Backlighting work very well with both Sun and Sky -> Look Realistic !
-> I unbearable when looking result of Thin walled in Arnold 5. So I hope Anders Langlands can re-write the Alshader for C4DtoA with Arnold core 5 soon. It will be really amazing!
Vào 20:03:32 UTC+7 Thứ Sáu, ngày 14 tháng 4 năm 2017, Stephan Wagemann đã viết:
Hi, there is no sign on the bitbucket source for any update related to arnold 5.
You are working behind the curtain on this?
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Thanks much appreciated!
Add "direct" sss from alsurface shaders.
Random Color per shell polygon (not per face or object id).
Hi, there is no sign on the bitbucket source for any update related to arnold 5.
Hi everyone !
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JONAH FRIEDMAN
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Hi everyone, hi Anders,
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2.Extra sample control is really helpful for optimize rendering;
Hi,I just wanted to add some results to the sss test comparing alShaders (directional) and Arnold 5. While I do like the new surface and hair shaders, the results are quite different and I guess the loss of not having the choice of using alSurface or alHair at all to achieve a different look is a shock to the system. There just seems to be a lot less control overall to tweak (e.g. the hair - I couldn't get the individual strands to look more separated without regooming and color seems more difficult to control).
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Here is a big thing that my mind can't figure out - I'm making a skin with aiStandardSurface... I've created diffuse and sss and now I want to make the skin oily. When I enable specularity and increase IOR, the whole skin goes dark (I have just an area light and no environment to reflect). As a result, the skin can be either dry or metallic, the oilier it is - more metallic it gets. My strong belief is that reflections are additive and the fact that there's nothing bright to reflect (or the ability to reflect at all) shouldn't make the surface diffuse/sss darker.
Hi, there is no sign on the bitbucket source for any update related to arnold 5.
You are working behind the curtain on this?
That should have said, Cryptomatte is going to be available.. (autocorrect)On Sat, Apr 22, 2017 at 10:48 AM Jonah Friedman <jfri...@psyop.tv> wrote:Hi Ilyas,Cryptomatte is going together available and thanks to some new features Solid Angle is adding in 5.0.1, I'm confident it will be better than it was in Arnold 4 both in terms of functionality and workflow.We have a passthrough shader ready but since it'll be obsolete so soon I think we should wait for 5.0.1 instead.On Sat, Apr 22, 2017 at 8:08 AM Ilyas DIZDAR <dizdar...@gmail.com> wrote:Hi everyone !Little question about cryptomatte.Without alShader how we will be able to continue to use it in production with arnold 5 ?Cryptomatte was one of the key point for us to switch from vray to arnold.Its just a great feature that really improved our productivity.I hope we wont have to change our pipeline about id/matte with arnold 5 and be back to the old way ...
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--JONAH FRIEDMAN
PSYOP
NYC | LA
OFFICE: +1 (212) 533-9055
MOBILE: +1 (347) 873-3992
45 HOWARD ST, 5TH FLOOR, NEW YORK NY 10013
--JONAH FRIEDMAN
PSYOP
NYC | LA
OFFICE: +1 (212) 533-9055
MOBILE: +1 (347) 873-3992
45 HOWARD ST, 5TH FLOOR, NEW YORK NY 10013
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You are slightly mistaken- Arnold 5 will not support Cryptomatte directly. Instead they're adding a feature that allows users to get Cryptomattes from their renders without doing anything to the beauty shaders they use. This feature is being tested with Cryptomatte by them, since that's the first use case for it.Your shaders should work with Cryptomatte without you needing to actually do anything. If you needed to for some reason, you could also use this to create your own version of Cryptomatte that would then work on all built-in and third party shaders as well.
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