mmontoya Posted September 9, 2009 Share Posted September 9, 2009 In Maya, your basic Lambert material has an "incandescence" attribute that can be set to cause objects to illuminate a scene. One could potentially create some geometry in the shape of a lightbulb (I'm thinking one of those new twisty "green" flourescents) assign a Lambert shader with incandescence turned up and light the entire scene using absolutely no physical lights, utilizing Final Gather. The contribution from this shader is automatically utilized in calculating irradiance, which means that the geometry will actually light other objects in the scene. I'm wondering what the equivalent procedure is within Houdini. I attempted to use the "Glow" shader in the Materials palette, but it falls short of the expected result. Will someone please be kind enough to "illuminate" me? Quote Link to comment Share on other sites More sharing options...
eetu Posted September 9, 2009 Share Posted September 9, 2009 With PBR it's really quite easy. Use a shader that has emission set up (or export Ce in your own), and set a diffuse limit of at least one. glow_mmontoya.hipnc Quote Link to comment Share on other sites More sharing options...
mmontoya Posted September 9, 2009 Author Share Posted September 9, 2009 With PBR it's really quite easy. Use a shader that has emission set up (or export Ce in your own), and set a diffuse limit of at least one. Thank you - that's exactly what I was looking for! I really appreciate your taking the time to provide a scene file for me as well. Quote Link to comment Share on other sites More sharing options...
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