Mark Norrie

mwnorrie

About Me

Over Twenty years after I first began my film internship, I am now a CG Lighting Supervisor working in Visual Effects at Double Negative. I have worked at film houses around the world, boosting not only my career, but also feeding my hunger for travelling and exploring the world. I have worked at ma...  more
EXPERTISE
Technical Director
INDUSTRY
Film/TV

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LOCATION
Canada
WEBSITE

Houdini Skills

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Recent Forum Posts

LPE for lights using "Render Light Geometry" Sept. 26, 2019, 7:28 p.m.

Good afternoon,

Thank you for the quick response… Just to clarify this topic, I have attached an image showing the results I am seeing. From what I understand when you enable “Render Light Geometry” on a light the output is incandescent(direct_emission) as you can see in the attached image. So, I just wanted to double check this as I am not getting the results I expected with the LPE and I think it could be a bug.

P.S. If this is not a bug then could you please kindly let me know what the LPE should be for this example.

Kind regards,
Mark

LPE for lights using "Render Light Geometry" Sept. 26, 2019, 6:17 p.m.

Hi all,

I have been playing around a bit with LPEs and I have run into a stumbling block. The issue is for a given light(Sphere or Env or Area) with “Render Light Geometry” enabled… is this considered as part of incandescent? As the default LPE VEX Variables of “lpe:CO”(direct incandescent) and “lpe:C.+O”(indirect incandescent) both return black AOVs for any given light that I have been testing. So, again is a given light considered part of incandescent when “Render Light Geometry” is enabled or is this a bug or am I missing something?

P.S. Using the default VEX Variables of direct_emission or indirect_emission in my ROP work but it does not allow me to split out two or more lights with “Render Light Geometry” into their own AOVs…


Thanks ahead of time for the help.


Kind regards,
Mark