So it looks like you can't add more than one mesh to a mesh light entry. That's too bad as it makes the work flow less elegant than it could be.
In 10.1, we can use the merge mesh procedural op to merge the meshes into one item layer- and then feed that into the mesh light entry.
It works, but then RT will not update if we change the SRT of any of the merge mesh input items.
1) Make two spheres- each an independent mesh layer.
2) You feed those into a merge mesh op.
3) Feed the mesh merge op mesh item into the light mesh port via schematic or the properties of the light. Set light to be visible to camera
4) Start up RT
5) Now try and move one of the sphere mesh items around in the scene and scale it.
6) RT will not update with the changes. Restart RT to see changes.
MODO's render engine can see these changes. It would be nice if RT did too.
Another solution to the problem for more than one mesh being able to be used for mesh lights might be the ability to use a group or work space like we do for light select REs.
In 10.1, we can use the merge mesh procedural op to merge the meshes into one item layer- and then feed that into the mesh light entry.
It works, but then RT will not update if we change the SRT of any of the merge mesh input items.
1) Make two spheres- each an independent mesh layer.
2) You feed those into a merge mesh op.
3) Feed the mesh merge op mesh item into the light mesh port via schematic or the properties of the light. Set light to be visible to camera
4) Start up RT
5) Now try and move one of the sphere mesh items around in the scene and scale it.
6) RT will not update with the changes. Restart RT to see changes.
MODO's render engine can see these changes. It would be nice if RT did too.
Another solution to the problem for more than one mesh being able to be used for mesh lights might be the ability to use a group or work space like we do for light select REs.
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