mental ray light shaders

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We're just going through some setup with mental ray and Houdini, and there doesn't seem to be a rendering parameter for Light Shaders. Given, I'm not that familiar with mental ray and Houdini integration (we've been on PRMan for a long while), but I'm used to just to adding a Light SHOP and being done with it.
Chris
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drexel
We're just going through some setup with mental ray and Houdini, and there doesn't seem to be a rendering parameter for Light Shaders. Given, I'm not that familiar with mental ray and Houdini integration (we've been on PRMan for a long while), but I'm used to just to adding a Light SHOP and being done with it.
Chris

In H9.0, lights are “wrangled” by SOHO. If you look at $HH/soho/wranglers/HoudiniLightMI.py, this is the code which wraps the Houdini light parameters into MI light shaders.

If you want though, you can just add the shop_lightpath parameter and override all the wrangling stuff.

Hope that makes some kind of sense.
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Sure thanks, that's how we've always handled PRMan lights…I was simply thrown by the lack of Light Shader (shop_lightpath) in the mental ray Rendering Parameters. (But, of course, it's all the same parameter).
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