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View Full Version : How Do I Occlude Optical FX on Light Sources?


basspig
01-14-2008, 11:57 PM
I'm creating a space scene in which the sun is just breaking over the horizon of a planet.
It seemed logical to add an Optical FX node to a point light to create the flares, but for some reason, Maya is not obeying the occlusion of the sphere--when the light goes behind the sphere, the optical flare is still produced.

A few years back, I was able to create this effect in Caligari trueSpace, and when a light went behind an object, the flare diminished and disappeared completely.

How do I set up the light source so it's flare effect diminishes and then vanishes as the light is obscured behind another object?

Bitter
01-16-2008, 08:17 AM
Take a look at your auto exposure settings. Might need to switch it off and do it manually. Keep in mind some glows (noise I think) won't occlude no matter what. This is the same difference as shader glow. It's the pre-existing shader in the Hypershade.

Ash-Man
01-16-2008, 06:09 PM
use render layers

basspig
01-17-2008, 07:44 AM
What are 'render layers'?

What I have learned so far is that light sources have a sphere object, and that object is significantly larger than an infinitely small point. It is this sphere that cues Maya in to whether to render light flares. Scaling the sphere down solved 90% of the problem. Adding another sphere and giving it a visible glow effect helped to enhance the look, making it look more like the sun.

Ash-Man
01-17-2008, 05:36 PM
What are 'render layers'?

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