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(Fixed, Fixed, Open) [HOU-1508] [HOU-1509] [HOU-1510] direct illumination on vray light mtl missing
just to clarify the left image is maya and the right is houdini. So the direct illumination missing from houdini vray Light. It will work fine with the mesh light too, i just think the artists like the option on the shader. But maybe this is the case again that it only is like that in maya and not in the other software packages with vray.
yes, indeed, I wasn't clear enough, apologies The Direct Illumination toggle on the Light material in Maya exports a Mesh light with the geometry the material is attached to as light geometry.
The equivalent in Houdini is dropping a mesh light and providing the geometry there.
I suppose we could make this work the same in Houdini as it does in Maya if you guys really like this workflow.
Wanna check if this is could be fixed. We have some situations when we want to control light from a shader. For example we have a scene with multiple small neon signs and lit signs we want to cast direct light from, and the whole scene is an alembic so it gets messy if we need to blast them and convert them to lights. What do you guys think?
+1 if you can make it work on the LightMtl directly, it`s so much easier for user to work with and less prone to error. User coming from Max/Maya will definitely appreciate
Also wondering if its possible to get an object with a lightMtl to be also used in a lightselect Render Channel if its gonna create a light mesh behind the hood
LeoYfver , I've logged it, seems possible to do. Waiting for dev input. I'll ping you with any info for the Light selects. I've tagged the forum thread with the ticket numbers.
Yes, it's basically the same issue - if you're applying it to a subset of the faces (e.g. not the entire mesh), it won't work. Andrei mentioned it should be possible but only if you guys really need it. Just as with displacement - if you pack the object inside the SOP context, V-Ray can treat it as its own 'node' so the Material SOP applied to the packed primitives will work with "Direct Illumination" - just pack the object before assigning the BRDF Light.
Since you mentioned you'd be using alembics, I figured we'd be better off focusing on allowing you to use attributes, etc.
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