Alan Jones wrote:
You could program an illumination shader to store into each of these
framebuffers. So one per light. Or you could make the shader pass
custom light lists to each illumination node and then push that into a
particular framebuffer in the rendertree. For the second suggestion it
might be nice to ask Soft to make the light list a dropdown which
defaults to all lights, but is intelligent enough to pick up groups in
the explorer (which have lights in them). So this way you could just
create groups for lights and then the illumination node could just
select which lights to use. I kinda like this more than the current
setup for grouping lights to objects. It would allow you to do what's
done at the moment, or alternatively have different lights for
different parts of your material - which could be really sweet.
Agree 100%, your idea about groups is interesting... I actually would
be very happy to have something almost the same as how the incidence
shader works with light lists but taking shadows in to account. That
would be fine for me. Then I could combine a whole bunch of them in to
RGB's, add/screen the ones that I want to be combined, etc.
I also really wish they would add an option for colored shadows to
lights since it is really useful for combining multiple shadowmattes in
to one file for separate control later.(like the BinaryAlchemy light
shader does)
-T
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A.K.I.T.A.: Artificial Killing and Immediate Troubleshooting Android
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