Author Topic: Add GBuffer ID visibility options to LightMtl  (Read 2995 times)

2016-11-24, 15:22:22

pokoy

  • Active Users
  • **
  • Posts: 1987
    • View Profile
I'm facing a situation where I need to assign GBuffer IDs to LightMtl objects but there's no way to do it, it seems? After all it's geometry that may be visible directly so having a way to control GBuffer visibility would be very welcome.

2017-03-12, 17:07:27
Reply #1

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
Do you mean CoronaLightMtl or CoronaLight? And material or object gbuffer ID? I just checked and it is possible to assign object ID to CoronaLight and both objct nad mtl ID to coronalightmtl
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-03-12, 18:40:23
Reply #2

pokoy

  • Active Users
  • **
  • Posts: 1987
    • View Profile
I meant the same buffer ID controls we have in the normal CoronaMtl. If I remember correctly it was an airfield with thousands of objects with CoronaLight materials and there was no way to control IDs to render masks based on the material.

2017-03-12, 20:03:26
Reply #3

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
so gbuffer override for  >16 values. That is fair, will add
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-03-12, 20:55:09
Reply #4

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
added
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-03-13, 11:54:10
Reply #5

pokoy

  • Active Users
  • **
  • Posts: 1987
    • View Profile