melany Posted November 20, 2003 Share Posted November 20, 2003 Hello everyone, ..I have noticed that If I create a volumetric light with a vex lit fog shader and I place a common lights in my scene i just have a white rendered frame because my common light affects the volumetric one. Therefore I have to render my volumetric light as a single pass in order to be composited aftewards with my light pass. Is there a way in Houdini for rendering volumetric lights and common lights all in the same scene, as a single pass, without affecting each other? thank you to all suggestions Quote Link to comment Share on other sites More sharing options...
tallkien Posted November 20, 2003 Share Posted November 20, 2003 restrict the fog to cones? Quote Link to comment Share on other sites More sharing options...
melany Posted November 21, 2003 Author Share Posted November 21, 2003 hello, Thank u for your reply. I tried, but I does not work. I was looking for a parameter in the object view which could mask or link my athmosphere to my light, but I did not find anuthing about it. How can it be possible? Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted November 21, 2003 Share Posted November 21, 2003 You can add lightmask to litfog shader: fog litfog( float density=0.05; vector clr = 1; ... ... ... string mask = "*"; ) { ... ... ... ... illuminance(PP, {0, 0, 1}, M_PI, "lightmask", mask) { ... ... ... } Quote Link to comment Share on other sites More sharing options...
melany Posted November 21, 2003 Author Share Posted November 21, 2003 hank u Andrew, do I have to write a script or do I have to set some parameters which I cannot find?!! I mean where is the illuminance parameter, and the vector one in my lit fog shader? I apologies for my ignorance......I am still learning Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted November 21, 2003 Share Posted November 21, 2003 Fastest way to do this: Load "VEX Lit Fog" shader. Click right mouse button on it ---> Type Properties Jump to VEX code tab Add this line: string Lightmask = "*"; after int n_octaves=3; but before ) character Now find this line illuminance(PP, {0, 0, 1}, M_PI) and replace with illuminance(PP, {0, 0, 1}, M_PI,"lightmask",Lightmask) Push "Test Compile" button then "Accept" Now You have Lightmask parameter. Read drive:/HOUDINI 6.1/houdini/vex/html/shading.html#ctx_lightmask for details. Quote Link to comment Share on other sites More sharing options...
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