Re: mR shading network utility node descriptions?
| Date : Sat, 20 Jan 2007 02:16:20 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: mR shading network utility node descriptions? |
Hi Kim and Daniel,
thanks for your time, I didn´t find the time to reply earlier and wrap my head around your tips and test them today.
I´ll do so tommorrow,
thanks again,
Cheers,
tim
----- Original Message ----- From: "Daniel Rind" <daniel.rind(at)chello.at>
To: <XSI(at)Softimage.COM>
Sent: Friday, January 19, 2007 4:12 PM
Subject: Re: mR shading network utility node descriptions?
Hi!
Maybe I can help you a bit.
The easy one first:
Here is what the mental ray documentation has to say about the U and V sampling parameters for area light sources:
--- 8< ---
The u_samples and v_samples parameters subdivide the area light source primitive. For discs and spheres, u_samples subdivides the radius and v_samples subdivides the angle. For a cylinder, u_samples subdivides the height and v_samples subdivides the angle. When sampling the area light source, mental ray samples one point in each subdivision at a location precisely determined by the sample parameters and a predefined lighting distribution, and then combines the results. The default is 3 for each sample parameter, so an area light source without explicitly given samples parameters is sampled 9 times.
--- 8< ---
So, that's that.
If you want to get full control over the illumination model of a material, I'm afraid you'll have to write your own shader. There's only so much you can do with incidence, gradients and a Flat_light node, and it usually starts to break apart when you have lighting situations that consist of more than a single light source.
Generally, for getting scene information into the render tree, you can just put expressions on shader parameters. For example, to get the position of a light into the render tree, just drop a Scalars2vector node into your rendertree, and link the light's global X, Y and Z translation to the three inputs. If you now want the distance of a shaded surface point to your light, use a Vector_state node set to "Intersection point", and stuff the two nodes into a Vector_math_scalar set to "Distance between V1 and V2".
I'm not sure what you mean with language-barrier.
Ciao, Daniel!
----- Original Message ----- From: Tim Leydecker
To: XSI(at)Softimage.COM
Sent: Friday, January 19, 2007 3:05 PM
Subject: Re: mR shading network utility node descriptions?
Hi Bernard,
thanks for pointing me into the general direction.
What I´d like to achieve is mostly two things, angle based material attributes with custom response curves per RGB channel (e.g. an angle based texture look-up or gradientmapping) and more control over lighting, especially the shape, intensity and colorattribute linked to position and distance to the source.
I run into the most basic problems due to the language barrier and GUI, like for arealights, not understanding the orientation of the U/V sampling, is it U>Yscale and V>Xscale or vice versa?
I know the incidence node, checked the architectural material´s BRDF curve input attribute and toy with ways to map intensities, values and depths in comp.
I´d guess those nodes would bring me closer to getting the (fast-rendering) utility passes that could prove handy for setting and finetuning a lightingsituation in post, containing DOF, godrays and lights in custom shapes and shadow...
Cheers
tim
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- References:
- mR shading network utility node descriptions?
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: mR shading network utility node descriptions?
- From: "Bernard Lebel" <3dbernard(at)gmail.com>
- Re: mR shading network utility node descriptions?
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: mR shading network utility node descriptions?
- From: "Daniel Rind" <daniel.rind(at)chello.at>
- mR shading network utility node descriptions?
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