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  • Texture on Area Light

    Greetings!

    I am creating a Look Development Light Rig which has two area lights mapped each one of those with a texture in the light color. For some reasone instead of tinting the lights and affect the diffuse and spec is behaving more like a gobo. Here you have a screen capture. Have anybody come across this issue before?

    Thanks in advance
    Attached Files

  • #2
    Yes, I am not exporting the map correctly. It will be applied to the lit surfaces and not to the light. The same thing happens with a Dome light texture. I will write back here when this is fixed.

    Greetings,
    Vladimir Nedev
    Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

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    • #3
      Thanks Vladimir!

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      • #4
        Is this already fixed? I'm getting strange results when texturing Area Lights. My texture seems to be projected on the surface. What helps is ticking the "store with irradiance map" Box. Then everything fine. Thanks in advance!

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        • #5
          Nope, it is not fixed yet.

          Greetings,
          Vladimir Nedev
          Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

          Comment


          • #6
            So this is finally fixed for the 2015-03-29 nightly build, as well as for the 3.00.06 open beta build.
            The "Light color" texture effect will be applied directly on the light for the following light types:
            - Rectangle
            - Ellipse
            - Dome

            The textures under a Rectangle/Ellipse light will ignore the "Projection Type" parameter of their texture locator.
            They use an implicit UV map that cannot be modified. You can still use the horizontal/vertical repeat, u/v tile offset, UV rotation and texture offset
            parameters of the texture locator to modify the texture's placement on the light.

            The textures under a Dome light will internally switch to "Spherical" projection type, if the Projection Type is not Spherical or Probe.

            I made it work like this, because MODO will create the textures under a Light with a default "Front projection",
            which doesn't do anything meaningful in these cases, and you would have to manually change it for each texture.

            The light textures can be blended, just like textures in the normal shader tree.
            Since they are pre-sampled at a specified resolution (the option for the resolution is in the "V-Ray Light" tab)
            blending many textures shouldn't affect performance too much.

            Greetings,
            Vladimir Nedev
            Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

            Comment


            • #7
              nice! does it mean we will have that version soon? Whenever I use this tools in Maya my renders sooo much faster while getting better results.

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              • #8
                Originally posted by Soth3dlife View Post
                nice! does it mean we will have that version soon? Whenever I use this tools in Maya my renders sooo much faster while getting better results.
                Yes, I am fixing a few more things today, then make the build, QA tests it and hopefully it will be uploaded sometime next week.
                Note that V-Ray for MODO still doesn't have the Mesh light that V-Ray for Maya has, so you still can't do efficient sampling of arbitrary light emitting geometry.

                Greetings,
                Vladimir Nedev
                Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                Comment


                • #9
                  Thanks Vladimir! With Dome Lights and Area Lights I can start testing more complex scenes based on production settings, I can't wait to play with them

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