[Sidefx-houdini-list] renderman raytrace shadows

Louis Dunlevy ld at dneg.com
Tue Jan 22 11:14:16 EST 2008


in H8.2

Shading Tab -> RIB -> Diffuse Ray Visibility -> Visible - Use Cs/Os (or 
shader if you like )

haven't tried H9..

Phil Spicer wrote:
> Hi there,
>
>
> No this does not work either... I checked every combination I can think
> of. The error returned in the shell is:
>
> P80005 {ERROR}   Parameterlist type mismatch in RIB stream. (at line 233
> in stdin)
> Z10003 {WARNING} Shaders invoke raytracing, but no traceable objects
> exist. [<Shading>  Object:'/shop/rman_base'  Shader:'asad_light']
>
> This is a simple scene with a VOP RSI shader (lighting model > output).
> The shader is converted to a material called rman_base and assigned to
> all objects.
>
> The rib1 output driver has it transmission visibility set to visible
> with no effect. I then tried assigning transmission visibility to each
> object with no effect. I also tried switching between Ray-Traced Shadows
> and the raytrace depthmap command with no effect.
>
> Has anyone else encountered this? Is the Light Template the only way
> forward?
>
> Kind regards,
>
> Phil.
>
>
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com
> [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Mark Elendt
> Sent: 21 January 2008 15:46
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] renderman raytrace shadows
>
> On Monday Jan 21 at 15:28, Phil Spicer wrote:
>   
>> This does not work (at least in my case). I am using H9.0.782, and
>> receive the following shell errors when I try to implement renderman
>> raytrace shadows:
>>
>> Z10003 {WARNING} Shaders invoke raytracing, but no traceabl
>> e objects exist. [<Shading>  Object:'/obj/platonic_object1/
>> shopnet1/material1'  Shader:'asad_light']
>>
>> P80005 {ERROR}   Parameterlist type mismatch in RIB stream.
>>  (at line 218 in stdin)
>>
>> Any thoughts?
>>     
>
> The "default" value for the transmission visibility attribute is false
> (meaning that by default objects aren't visible to shadow rays).
>
> When rendering from the "View: RenderMan", you're getting the default
> values.
>
> If you put down an output driver, the creation script *should* set the
> transmission visibility to on by default.  This is inherited by all
> object.
>
> So, if this still isn't working, check the value of the
> ri_visibletransmission parameter on the output driver (or add it to
> objects).
>
> Ditto for ri_visiblespecular.
>
> There was a bug fixed very recently with ri_visiblediffuse, when used
> in conjunction with the indirectdiffuse() shade-op.  It's just a minor
> bug though, and would affect performance rather than behaviour.
>
> Cheers,
>
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