Is there any way of passing the direction option from area lights to mental ray? This is especially problematic in the case of discs and grids where you really don't want them shooting rays in all directions. Also, as a note, when selecting a disk area light the wrangler passes “disk” rather than “disc” to the mi file, creating a syntax error.
Chris
mental ray area lights
3993 4 0- drexel
- Member
- 41 posts
- Joined: March 2006
- Offline
- mark
- Staff
- 2593 posts
- Joined: July 2005
- Offline
drexel
Is there any way of passing the direction option from area lights to mental ray? This is especially problematic in the case of discs and grids where you really don't want them shooting rays in all directions. Also, as a note, when selecting a disk area light the wrangler passes “disk” rather than “disc” to the mi file, creating a syntax error.
Chris
I've fixed the “disc”/“disk” issue for tomorrow's build.
However, I'm not sure about the “direction” option on area light sources. In my experience, enabling the “direction” option turns the light into an infinite/directional light source, and so, there doesn't seem to be any difference between that light and a directional/infinite light source.
Can you give me an example where this would be needed? The orientation of the light source determines the orientation of the area shape…
- drexel
- Member
- 41 posts
- Joined: March 2006
- Offline
In my experience, enabling the “direction” option turns the light into an infinite/directional light source, and so, there doesn't seem to be any difference between that light and a directional/infinite light source.
Absolutely…this was my knee-jerk reaction to a completely unrelated issue (and rusty mi syntax), apologies.
Another unrelated issue has to deal with materials, though. First, when creating a material with both surface and photon shaders, the photon shader is placed first in the material block, so mr seems to ignore the surface. And, when using material SOPs to provide material changes on a group basis, a “# Per-primitive material” line is placed in the mi, but it doesn't seem to respect any material after the initial one.
Sorry for the flurry of issues,
Chris
- mark
- Staff
- 2593 posts
- Joined: July 2005
- Offline
drexel
Absolutely…this was my knee-jerk reaction to a completely unrelated issue (and rusty mi syntax), apologies.
Another unrelated issue has to deal with materials, though. First, when creating a material with both surface and photon shaders, the photon shader is placed first in the material block, so mr seems to ignore the surface.
Yeah, I've been able to reproduce this. I'll try to have it fixed for tomorrow.
drexelI've attached an example where it seems to work for me.
And, when using material SOPs to provide material changes on a group basis, a “# Per-primitive material” line is placed in the mi, but it doesn't seem to respect any material after the initial one.
drexelPlease keep it up (and any other readers who have issues using mentalray)
Sorry for the flurry of issues,
- drexel
- Member
- 41 posts
- Joined: March 2006
- Offline
-
- Quick Links