DoctorBuzz Posted February 7, 2005 Share Posted February 7, 2005 Maybe a stupid question... How can I choose which lights contributes to atmosphere (visible light) and which not? In the interface I can't find a toggle like "contribute to diffuse" or "contribute to specular"....Maybe a shader option? Thanks in advance Quote Link to comment Share on other sites More sharing options...
Jason Posted February 7, 2005 Share Posted February 7, 2005 Hi there, In the Light Object's parameters, in the Shading tab there are two toggles for this. "Contributes to Specular" "Contributes to Diffuse" Quote Link to comment Share on other sites More sharing options...
DoctorBuzz Posted February 7, 2005 Author Share Posted February 7, 2005 Hi Jason, yes, what i mean is that i can find the "contribute to specular" and "contribute to diffuse", but not a "visible in fog" toggle... How can I exclude a light from being visible in fog when is present an atmosphere object? Sorry for my english, I hope that now is more clear... Quote Link to comment Share on other sites More sharing options...
Lukich Posted February 7, 2005 Share Posted February 7, 2005 What do you mean by visible? If you want one light to light up the fog and the other one - to ignore it, go the the object node of your fog. There's an option called light mask there. By default it's set to * which means use all lights to illuminate. If you tinker with it, you can set a bundle of selected lights only to illuminate the object. Luka Quote Link to comment Share on other sites More sharing options...
DoctorBuzz Posted February 7, 2005 Author Share Posted February 7, 2005 Sorry but in the atmosphere object I can't see any Lightmask parameter... Anyway I found the isfogray() function in the vex that can be the way to go... If there's a simpler way... Quote Link to comment Share on other sites More sharing options...
DaJuice Posted February 7, 2005 Share Posted February 7, 2005 Hey DoctorBuzz, in the Vex 3D Texture Fog shader there is a field which allows you to choose which lights contribute to it. You just list the lights you want seperated by a space. Of course that only helps if you're using i3d for your atmosphere. Quote Link to comment Share on other sites More sharing options...
DaJuice Posted February 7, 2005 Share Posted February 7, 2005 Damn, clicked reply instead of edit. Quote Link to comment Share on other sites More sharing options...
DoctorBuzz Posted February 8, 2005 Author Share Posted February 8, 2005 Solved using the isfogray() function...it works Anyway thanks for your help as always Quote Link to comment Share on other sites More sharing options...
old school Posted February 11, 2005 Share Posted February 11, 2005 I just uploaded a modified version of the lit fog shader to the Side Effects Exchange. It uses the full implementation of the illuminance() function that has a parameter to specify the lightmask. That is the easiest way to provide a lightmask to the fog shader. http://www.sidefx.com/exchange/info.php?fi...9&versionid=189 You could also use the limport() function inside the illuminance loop in the fog shader to import light parameters and put the toggle on the light shader called "__dofog" if this works better with your lighting workflow. Very little difference here in using isfogray(). Quote Link to comment Share on other sites More sharing options...
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