object lights


#41

yep. with the next update I wll cleanup also the code
to be ready for a linux version. prob also a mac one.
don’t worry !! :slight_smile:
…is that, most of the time the code has so many pseudo
code in it, ideas, future devs, queer headers linking and
so on that I cannot simply make a zip and send it.

/f

#42

Got a little question:
Is there (or will there be) a way to influence the light’s photon energy on a texture basis, like it is possible with the direct illumination?

Maya’s photon energy handling really is and ever was a pain in the butt.


#43

it was the first thing we tried, a photon emitter shader based on textures…
but every time the tex lists are accessed mr crashes.

/f


#44

francescaluce do you have a website with all your shaders on it?


#45

hi francesca, hi everybody,
I started this thread some days ago to see if people wanna try to bring this great shader over to OSX:
http://www.cgtalk.com/showthread.php?t=223527
now tom_c posted in there and offered to do the job, so all we would need to bring it to mayamac is the source. I saw that francesca is cleaning up the code and thinking to work on a linux and perhaps even a OSX version, but if you like the idea of having a helping hand doing so, you could hand it over to tom_c and let him give a try.


#46

I can’t get the object light to move. It moves in Maya but when I go to render its still in the same spot. Can someone please help me with this? Could someone write all the link ups that need to be made in order to get this to work properly.


#47

Thanx for the chance to use your great shaders francesca…:slight_smile:

But i encountered problems while trying to make my geometry visible…
I set up everything the way it should be…at least all the info i found in this thread was analized and implemented… still all i get is FG and shadow from point light…
[color=cyan]But i can`t setup my sphere to be emissive… [/color]i m using 6.0.1
I checked several times all the settings, the names in ctrl_objectlights node but no avail…

I m posting the scene and image file in case someone will be able to track the problem…

Thanx in advance

Alexi


#48

man, I cannot open your scene coz
I’m not using the same shader I posted.
but did you already try the scene that
comes with the shader pack ?

ciao
francesca


#49

Yeap and the same story there…everything is present except of the emissive object…

I took render right after i opened your scene…without a single click…:slight_smile:

Can it be some scaling issue…? because on the render instead of the torus i see small point instead…

At the time i m writing this post i figured out what happened…SCALE

The point i got by default is just because of different scale systems i guess…

But its really annoying because i have to scale it to gigantic size each time …

Still have no clue how to set it in my scene…


#50

yep, scale is always an important factor.
eventually try also the script by jon, here
http://www.cgtalk.com/showpost.php?p=2051220&postcount=36

/f


#51

[color=Silver]added::

     .physical attenuation
     .object normals
     .trace depth
     .linux version (ctrl_objectlights)
     
    
     [[img]http://img202.imageshack.us/img202/8561/ctrlgeocolor125fy.th.gif[/img]](http://img202.imageshack.us/my.php?image=ctrlgeocolor125fy.gif)

    
  
     [size=2]ciao
     francesca
     
     [/color][/size]

#52

cool

where do i get ctrl_geocolor?

i can’t seem to get this working in maya6.5 – tried using jp’s script but it’s looking for ctrl_geocolor

thanks


#53

It’s included with the file Francesca released on first page. Maybe you have an old version of this archive.


#54

yes that’ll do it floze. thanks. was using the one off highend3d.

another killer tool from you francescaluce :beer:

are you gonna throw us maya users a bone on your multidisplace shader?


#55

Thank You Francesca for this ! M I T I C A !

:slight_smile: ciao


#56

hi Francesca,
I haven’t played with this yet but this looks exactly like the kind of thing I would like to do with my cars headlamps. I have some questions tho:

1
Is it possible with the objects light scattering to direct it at all? for example - if My polygon shape is a simple flat plane is the light directed forward from the polyplanes normals or scattered outward as it would be if it were a sphere shape? I’m not sure what its doing but it does look very very useful!!

2
volume light rays from my object - If I have an object light in my scene giving off the correct light falloff and wotnot can I simply add parti_volume to get light fog in the light rays? this would make it insanely useful esp. for my current animation project :smiley:

ps - thanks for supplying these free to all too :slight_smile:


#57

reet brace yerselves - heres my attempt haha. I noticed you need a dummy object and ctrl_objectlight node for each shape you want to be a light. also and this one boggled my brain for a bit - I had to keep the lightshape at global zero or it offset the effect from the objects world space co-ords - that hurt my head for a few mins doh!

the blue shape is a straight no decay pointlight and intensity of 1

the red has a linear falloff and an intensity of 500!

question - how can I further control the light falloff?


#58

hey guys for the record I had a play around with the parti_volume shader and a physical light and it seemed to work just fine!

So I set about creating a proxy object which is in the shape of my cars headlight.

I apply the parti volume to a surrounding box and finally add the physical light to my lightshape.

My only problem now is the back faces of my proxy object are emitting light which is bleaching my headlight mesh - however the front faces give a brilliant result scattering light onto the road ahead.

Is there any way to prevent the faces on the back from emitting light - will the ctrol_geocolour help me fix this?

please somebody reply - I’m so chuffed I found this shader and I’m itching to get results from it!! :slight_smile:


#59

Is there any way to prevent the faces on the back from emitting light - will the ctrol_geocolour help me fix this?
yep. just enable ‘normals’ under the ObjectLight
panel rollout. you can also limit the spread of
your ‘point’ light transforming them into ‘spot’ lights.
enable also interpolate to get a smooth transition
betwenn each different point light.

/f


#60

thanks Francesca that worked great - now my only query is how to get the light to emit off the normals and not the ‘edges’ of my polygons - dont know if I’m making sense really tho haha!

my polyplane that emits the light is basically a flat polyplane which is essentially four faces - I then select the middle vertex of this shape and pull it backward and that will become my lightobject. kill all the history, make sure its scale is 1,1,1 and then put it in the world pos I want it to light from.
When I use that enable normals option it works great and I get some nice results but the light emits off at a tangent from the normal rather than travelling along the normal.

dont get me wrong I can work with it and I’ll get MUCH better results with this objectLight shape in my car anims headlamps than my original method but It was just something I was wondering about and if its easy to adjust so the light emits outward along the normal and not so much at a tangent from the normal?

fantastic mr shader tho - thanks again!! :bounce: