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View Full Version : Way to 'unlink' one particular object from being affected by Sun & Sky?


Richard7666
08-12-2010, 12:52 PM
Short of compositing separate layers, anyone know how I can stop my backdrop billboard plane being affected by MR's physical sun & sky? It's just a backdrop for the view out a window; I have a surface shader on it and want to be able to control its lighting with a separate light. Unlinking the plane from the physical Sun & Sky sun directional in the light linking editor has no effect.

fezz
08-12-2010, 07:13 PM
Just comp it in; the sun & sky is a camera shader/bg so anything rendered through that camera is going to be affected by it. What we usually do with s&s renders is dupe the camera and constrain it to the main cam and just override the render cam on render layers to exclude elements from s&s.

MasonDoran
08-12-2010, 11:48 PM
check in the render stats of the shape node of the object.

Turn off all of the settings....especially the MR ones.


That, or use light linking

fezz
08-13-2010, 12:10 AM
check in the render stats of the shape node of the object.

Turn off all of the settings....especially the MR ones.


That, or use light linking

Well, light linking doesn't work and as part of the sun/sky node setup is an lens shader...unflagging render node attrs won't change that. :rolleyes:

Richard7666
08-13-2010, 08:17 AM
check in the render stats of the shape node of the object.

Turn off all of the settings....especially the MR ones.


That, or use light linking

As I said in my post, and fezz said, light linking doesn't work with Sun & Sky lights. I'll try your first suggestion though, cheers

irwit
08-15-2010, 04:19 PM
You have 2 issues.

Sun sky is "2" lights.

You can turn your object off to final gather easy , you can even stop it blocking final gather with the hide from final gather custom attribute. So that's the sky light sorted.

As for the sun, could you create a second sun, creating a mental ray sun "by hand" and keeping it in the shader of a directional, unlink the directional light to your object. Then you turn off your original sun but link your new one to your old one so position effects the sky still. . You could even link your new suns colours, strength etc to your old one.

If that still didn't work just use a normal directional unless you need the soft shadows.

fezz
08-15-2010, 04:37 PM
You have 2 issues.

Sun sky is "2" lights.

You can turn your object off to final gather easy , you can even stop it blocking final gather with the hide from final gather custom attribute. So that's the sky light sorted.

As for the sun, could you create a second sun, creating a mental ray sun "by hand" and keeping it in the shader of a directional, unlink the directional light to your object. Then you turn off your original sun but link your new one to your old one so position effects the sky still. . You could even link your new suns colours, strength etc to your old one.

If that still didn't work just use a normal directional unless you need the soft shadows.

That won't work either, because there's no way to exclude the bg plane from the exposure shader unless it's rendered from a separate camera and then you might as well just comp it. Plus, the physical sun shader overrides light intensity & color settings...those are determined by the angle of the directonal light transform node.

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