Color bleeding AOV and Mantra

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Hi,

I'm trying to create the pass that would illuminate my character being affected by a “sphere of scattered points” nearby him. Such sphere has a lot of points.

What I'm doing at the moment is using a very simple vopshop which has an Incidence node inside, applied to the guy, and loading the baked particles which have a shader that reads Cd and applies it to Cf, but the resulting render is very slow and very very grainy, even when pushing up the samples.

Its been so long since I've been doing any shading or comping and I'm a little struggling and surely missing some new way of doing it with Mantra, any help would be very appreciated

Thanks!
JcN
VisualCortexLab Ltd :: www.visualcortexlab.com
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