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.

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?

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.

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.

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.

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

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



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

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