hi all,
i'm new to houdini and have some questions about the houdini area light
1. why do area lights cast light in all directions and not just the way they're facing?
2. is there a way to fix this without using blocking geometry (such as a plane set to render as phantom)?
area lights
4691 5 0- artzor
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- circusmonkey
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- JasonSlab
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hi
so here's some tests, the first image is rendered Vray for XSI
[divshare.com]
and a similar scene with mantra….
[divshare.com]
[divshare.com]
jason
so here's some tests, the first image is rendered Vray for XSI
[divshare.com]
and a similar scene with mantra….
[divshare.com]
[divshare.com]
jason
- mark
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It's actually possible to do this in Houdini for mantra too (though maybe not so intuitive).
The light object is just a collection of properties. The properties are used to define the shader on the light.
However, it's possible to assign your own shader to the light.
In the example .hip file, I simply put down an ASAD light shader in SHOPs, turned on cone lighting and dragged it onto the light's geometry in the viewport (adding the shader parameter). Of course, I should have re-arranged the parameters on the light object, but I was lazy.
The light object is just a collection of properties. The properties are used to define the shader on the light.
However, it's possible to assign your own shader to the light.
In the example .hip file, I simply put down an ASAD light shader in SHOPs, turned on cone lighting and dragged it onto the light's geometry in the viewport (adding the shader parameter). Of course, I should have re-arranged the parameters on the light object, but I was lazy.
- JasonSlab
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ok, nice thx Mark
it would be nice to get it working like that out of the box!
i'm still unsure about the light attenuation in PBR, this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=14015 [sidefx.com]
is it correct that using physically correct attenuation creates so much noise?
thx
jason
it would be nice to get it working like that out of the box!
i'm still unsure about the light attenuation in PBR, this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=14015 [sidefx.com]
is it correct that using physically correct attenuation creates so much noise?
thx
jason
- artzor
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