XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Making light pass through a lampshade

08-15-2009, 11:56 PM
I'm having a problem getting light to pass through a lampshade. I have the raytrace in the render setting high enough, but still can't get the light to pass through. I am using mia x material in maya 2009, mental ray.


08-16-2009, 08:34 PM
There's a lot more we need to know.

What are your material settings? Do you have a screenshot of what you have now to help diagnose the problem?

08-16-2009, 09:01 PM
Here is a pic, but ya probably can't tell much from this so I will post the obj as well.http://forums.cgsociety.org/attachment.php?attachmentid=145343&stc=1

08-16-2009, 09:13 PM
I have the reflections and refractions high enough, the transparency set to .600, the Index refraction at 2.0, and the geo has thickness. The lampshade still comes out black.

Thanks for the help.

08-16-2009, 09:37 PM
I would say two point lights, one with shadows and one without. For the actual lampshade, add some translucency to the material.

08-16-2009, 10:02 PM
Here is a rough example of what I said with depth map shadows. I'll have to try raytraced shadows later. I'm still learning myself, I'm sure someone else knows better.

EDIT: For raytracing I think you need to add an mib_pointlight to the light shader slot in the light that is casting shadows. Can anyone confirm this?


08-17-2009, 04:53 AM
Negative. Only reason to use the pointlight shader is to control the falloff. Doesn't affect the raytracing.

I don't see a reason to use 2 lights either, at least not off the top of my head right now.

I'll see if I can get a working example when I'm off work. :)

08-17-2009, 07:35 AM
I'm an idiot. Or tired.

Duh.. two lights.

Anyway, if you create a standard mia_material_x and boost the transparency to 1 and translucency to 1, you'll get the bleed I'm sure you're after.

Long day. ;)

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08-17-2009, 07:35 AM
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