Hey,
I have been looking for a way to recreate Maya's surfaceLuminance with Arnold nodes, as surfaceLuminance is very heavy to compute, render times double when this node is used.
Blender's Eevee has Shader to RGB node:
https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/shader_to_rgb.html
Clarisse has an option called "Camera occlusion" - when you camera map a texture, it will map the texture only to unoccluded geo.
https://youtu.be/1cLj0ojlcNM?t=106
Is there a way to make something like this in Arnold? Mind that both Blender's and Clarisse's implementation can work independent from the render camera, so I can manually set it.
If we could specify the camera that aiFacingRatio is computing from this could also do.
Any help and tips are appereciated,
Thanks,
Lucas