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View Full Version : Issue with SG_AmbOcc node and FPrime?



Captain Obvious
12-06-2007, 07:10 AM
I'm trying to use the SG_AmbOcc node. It works well enough in Lightwave, but in FPrime, I'm getting garbage output. The three attached images contain, respectively, the outputs from Lightwave, FPrime preview and FPrime render.

The node tree is fairly complex, but it happens even with simple node setups. Does SG_AmbOcc work for anyone else?

I'm using the 32-bit Windows version, by the way.

colkai
12-06-2007, 07:33 AM
Is it my dodgy memory, but wasn't there something in a thread a while back about this not playing nice with FPrime?

colkai
12-06-2007, 07:46 AM
Hmm, FPrime renderer is well funky, lots of dark bands across it and it doesn't even begin to resemble what it should.
However, the FPrime previewer gives a nice result and indeed, I'd go so far as to say better than the F9 render, which appears to leave an image of the quads blurred across the surface.

Iain
12-14-2007, 05:11 PM
I get this with a lot of nodes/materials.

I've even resorted to the old 'glass with air polygons' chestnut for an easy life.

jcaesar
12-20-2007, 02:51 AM
I think I recall the FPrime release notes indicating that material shaders don't work in FPrime. For me they all show up pink.

Iain
12-20-2007, 11:39 AM
Material nodes work in fprime. I just find them a bit unpredictable.

gerardstrada
02-21-2008, 09:22 AM
It seems there's not much to do without Worley participation:

http://forums.cgsociety.org/showpost.php?p=4284851&postcount=28



Gerardo

RedBull
02-24-2008, 03:01 PM
For me they all show up pink.

That's a 64bit compiler bug.....