Re: Inverse Lights

Date : Thu, 07 Jun 2007 17:31:52 -0400
To : XSI(at)Softimage.COM
From : Francois Lord <francoislord(at)gmail.com>
Subject : Re: Inverse Lights
The Value_Range parameters in the gradient do exactly the same thing as the change_range. You must increase the max_value to the maximum distance you want the gradient to affect the light, in XSI units.

Michaël Bentitou wrote:
Thanks both of you for the help - however it seems my brain is running
on numb today as I can't get it to work with your exact steps.


I had to mix both 'recipes' to make it behave correctly so I now have:

ScalarState:ChangeRange:MixerGradient:Softlight

Francois, I can't get it to work without the ChangeRange - does that
makes sense?

Graham, the part with layering texture and volume seems really nice,
I'll have to try this out ;-)


Thanks,
-=mb.



-----Original Message-----
From: Graham D Clark [mailto:mailgrahamdclark(at)gmail.com]
Sent: Thursday, June 07, 2007 2:32 PM
To: XSI(at)Softimage.COM
Subject: Re: Inverse Lights

set the light up how you want same way as with curves in maya except
with a gradient:

http://www.grahamdclark.com/Studentresources/tutorials/colorstexturesspo
tl
ength/index.html

for post lighting u can fake neg by shifting 0 to half way up the
available but depth, then in comp shift it bak. (also this way u can
get 6 lights instead of 3 using standard post light technique.)


-----Original Message-----
From: Francois Lord [mailto:francoislord(at)gmail.com]
Sent: Thursday, June 07, 2007 2:25 PM
To: XSI(at)Softimage.COM
Subject: Re: Inverse Lights

In the Render Tree, plug a Scalar_State (ray length) in a
Mixer_Gradient. Then plug the Mixer_Gradient in the light color.
Adjust
the Active Range in the gradient (third tab). You will get a good
control over the way the light lights.

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