YoBeardMaestro

YoBeardMaestro

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Recent Forum Posts

Custom Area Light June 12, 2009, 3:42 p.m.

Okay, thanks, AndrewC. Having examined the code in the ASAD light I realised that the area light properties must be controlled elsewhere, and they are: by mantra rendering parameters. Having added the appropriate parameters (such as areashape, areasize, etc.) to my light template object I've now created my own tube light that renders correctly.

However, it's not clear to me how to use the Vop Light's global variables in conjunction with the position P to vary the intensity down the length of the tube light.

Incidentally, I also tried creating a point attribute on the light template's geometry and calling it in inside the Vop Light, but this didn't work (didn't think it would somehow).

I'm not entirely sure what is meant by each of the global variables in the Light SHOP context - can anyone give me some pointers? And are all vectors in the light context given in camera space, or light space, or what?

Cheers,

YBM

Custom Area Light June 11, 2009, 5:06 p.m.

Does anyone know how to create a custom area light in VEX / VOPs? I'd like to extend the standard area light (in line/tube mode) by decreasing the light emitted down the length of the tube light. For example, one end of the tube light should emit at full intensity and the other end at zero intensity with linear falloff in between? How could this be done?

Cheers,

YBM.

Mantra not loading COP reference as texture May 15, 2009, 4:46 a.m.

The odForce wiki indicates that COP images can be referred to in shading texture parameters:

http://odforce.net/wiki/index.php/FrequentlyAskedQuestions#Q:_How_can_I_access_an_image_generated_by_COPs_in_a_shader.3F__How_can_I_access_the_output_of_a_SOP_in_a_VEX_operator.3F [odforce.net]

I've attached an example file that demonstrates that, whilst the op: syntax will happily reference the COP image and display it in the viewport, mantra cannot load it. What's going on? Is this a bug?

YBM.