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View Full Version : Ctrl_ObjectLights With Geomtry-Instanced Particles


Phil_Wilkinson
02-15-2007, 04:06 AM
Hi everyone.

I've been playing around with ctrl_objectLights in MR for Maya 8.5. Don't even know if it's all that currently compatible but I do love it! I have hit the wall though... I was hoping to illuminate a scene with a bunch of geometry-instanced particles. However, I can't seem to achieve this with this geo shader - ie, the geometries that take the place of the particles do not illuminate the scene as the original does (I have tried connecting the particle transform to the ctrl_objectLights instead, and so forth).

Perhaps this is impossible - and I'm ok with conceding defeat here - but I was hoping someone could help me out with engineering a solution/alternative. I guess I could always just be happy with a standard old final gather pass... but, you know... I was hoping to use the ctrl_objectLights because it's sexy and quick.

Francesca?

Thanks!

Phil_Wilkinson
02-16-2007, 09:57 PM
Another advantage of using ctrl_objectLights is that it works nicely with the parti_volume light shader (because the geometries act like actual lights, unlike object-based, indirect lighting ala Final Gather)...

Basically:
- I'm lighting a scene via a swarm of particles (instanced).
- I want each particle to act like a light.. BUT, the particles have to produce volume-scattering.
- I'm trying my best to avoid GI.

Here are a few cheap alternatives:
- Run a FG pass to light the environment with the particles + a single light that follows the particle swarm giving the volumetric effects).
- A FG pass coupled with some crafty post work to make it appear that the individual luminous geometries are actually producing volume scattering (perhaps the best, most efficient solution?).

It would be the coolest, however, if I can achieve this all with the ctrl_objectLights geo shader (ie. if I can achieve what I stated in my original post). So please, if anyone can lend me a hand in solving the conundrum I'd greatly appreciate it.