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Tag Archives: massive
Fast spherical lights
A spherical light source can provide more realistic illumination than a traditional point light because it gives the light an actual size and shape. The usual way to render a sphere light is to use an area light shader with … Continue reading
Adding a background plate to a Massive crowd rendering
A user recently asked how to render a preview image with Air from Massive that included a background plate. The Massive camera node includes an option to specify a background image, but that setting is not exported to rib for … Continue reading
Adding an occlusion pass
Air’s surface shaders provide a consistent set of output variables for common rendering passes such as diffuse, specular, reflection, and per-light channels. Any or all of these values can be saved during a single invocation of the renderer, either to … Continue reading