TomasWarren
11-18-2007, 01:48 PM
Hi there,
I'm rendering a scene using light fog created by a parti_volume node(not the default maya light fog), illuminated by a spotlight whose mental ray light shader attribute is taking input from a physical light. This basically causes all the light's attributes to come from the physical light, rather than the spotlight itself. I've got a nice looking light fog beam, but where the light hits the surface below there is no dropoff, making this area look too clean, and altering the attributes in the spotlight(dropoff, penumbra angle) has no effect on this.
Is there any way i can achieve the dropoff desired? The physical light has only 4 attributes: colour, cone angle, threshold & cosine exponent, & i've tried emssing around with these to no good effect so im guessing some sort of network would have to be set up in order to get this to work
bear with me i'm a little new to mental ray, & a friend helped me set up the initial light fog
cheers
Tom
I'm rendering a scene using light fog created by a parti_volume node(not the default maya light fog), illuminated by a spotlight whose mental ray light shader attribute is taking input from a physical light. This basically causes all the light's attributes to come from the physical light, rather than the spotlight itself. I've got a nice looking light fog beam, but where the light hits the surface below there is no dropoff, making this area look too clean, and altering the attributes in the spotlight(dropoff, penumbra angle) has no effect on this.
Is there any way i can achieve the dropoff desired? The physical light has only 4 attributes: colour, cone angle, threshold & cosine exponent, & i've tried emssing around with these to no good effect so im guessing some sort of network would have to be set up in order to get this to work
bear with me i'm a little new to mental ray, & a friend helped me set up the initial light fog
cheers
Tom
