spev Posted January 21, 2008 Share Posted January 21, 2008 I tried to set up light instancing in h9 the usual way...add point attrs (vm_asadlight...in this case) to geo via shader node Then reference this to light....but doeas not render...Has the workflow changed now? Any help would be gratefully recieved...Thanks Please have a look at attached file LightInstanceProb.hip Quote Link to comment Share on other sites More sharing options...
old school Posted January 21, 2008 Share Posted January 21, 2008 I think you mean the method in H8? In H9 to instance one of the default Houdini lights all you need to do is either add an instance object or take any object and add the instance render parms (just use inst as the keyword when adding parameters to the object node). Then put the path of the light you want to instance to your points. Then toggle on point instancing. You can use the new instancepoint() expression (replaces $IPT from H8) on the various light parms to vary the lights. e.g.: red light component could use fit01(rand(instancepoint() +1.001), 0.8, 8.9). This "should" work for default lights referencing shaders the H8 way as well. It should also work using material SOPs and varying shader strings per point but most of what you want to do should be possible with instancepoint() on the shader parms directly. Quote Link to comment Share on other sites More sharing options...
michael Posted January 21, 2008 Share Posted January 21, 2008 http://www.sidefx.com/index.php?option=com...&Itemid=216 Quote Link to comment Share on other sites More sharing options...
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