chang Posted July 26, 2002 Share Posted July 26, 2002 (sorry for my poor english) I'm setting an areaLight and having trouble post-including. A sample declaration for an area light source is shown below: (exerpts from techref.pdf for entropy) ------------------------------ AttributeBegin Attribute "light" "nsamples" [16] AreaLightSource "arealight" 1 "intensity" [30] "string shadowname" ["shadow"] "float shadowbias" [.15] #above 3 lines are pre-included okay. Translate 4 2 4 Rotate 90 1 0 0 Rotate 60 0 1 0 Rotate -20 1 0 0 Scale 1.5 1.5 1.5 Surface "constant" Patch "bilinear" "P" [-1 1 0 1 1 0 -1 -1 0 1 -1 0] AttributeEnd Illuminate 1 1 # But above 1 line is resisting Post-included. ------------------------------- First part is pre-including okay. But the second part is not working. So I had to include "Illuminate 1 1" by hand. I think geo tile's post-include is not working at all. Cam or light's post-include is working properly, but it doesn't do the trick for areaLight setting. What is the proper way to include the "Illuminate 1 1" ? Thanks for advance Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted July 26, 2002 Share Posted July 26, 2002 Hmm... don't you have to apply the areaLight shader to your lightsource to get it to work properly...? Umm... I take it back. I guess I don't know what I am talking about. Quote Link to comment Share on other sites More sharing options...
chang Posted July 26, 2002 Author Share Posted July 26, 2002 No. I just want to test the lighting of entropy. Curious about what it can do for me & what should I have to pay. Until now, It's rather tough for me. Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted July 26, 2002 Share Posted July 26, 2002 Hmm... Looks like it's a lot more complicated than I thought. I am not certian how to automatically change the LightSource into AreaLightSource. If this is SOP, we *might* be able to use Attribute or Attribute Create SOP to change things around. Welp, I guess we'll have to wait or Jason or someone else who knows. Just wait a bit longer for everyone to get back from Siggie. Quote Link to comment Share on other sites More sharing options...
ivan Posted July 30, 2002 Share Posted July 30, 2002 the arealight shader, the geometry, and the illuminate statement go before the world begin. I made an object subnet, all the geometry you put into the subnet gets turned into an include rib. There's the the subnet.ds, a couple of command files, and a perl script that cleans up the .rib file. It dumps out your lights and area light geometry into a .rib, mulches it into a useable form with the perl script, then sets up a light source to use this include .rib at the beginning of your rib files, with area lights. The gzipped tar file is 2.6k, I can e-mail it to you if you want it. It's less than perfect, I was going to clean it up and put it on odforce, but with recent developments, there's sort of no point. If you want any of it, just e-mail me. ivan@hero.com Quote Link to comment Share on other sites More sharing options...
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