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VG-europe
03-13-2007, 05:18 AM
Hello,
I want to light a maya scene from 3D objects with textures, the same way the IBL light a scene !

So my question is how to make the materials of an object produce light dependant to the color texture, kind of lightmap ?

I’ve first tried to put these objects’ ambient color to white and actived the FG. So I got my scene lightened with the color dependant to the texture connected in color, good reflection but no specular effects and no shadows.
After some research on the web I have found the ctrl_objectlights shader, but my goal is not to make a light with a custom shape but to light the scene from 3D objects and textures !

Is someone have an idea to make those objects and textures create ambiant, specular and shadow effects ?

Would be great, Thanks

Tkaos
05-14-2007, 11:55 PM
I don't know if you see it, but Jeremy Pronk did a good thesis on the SIBL: http://www.thereisnoluck.com/thesis.php
Of course that will not help you, but it's a very interesting paper. :)

coppper
05-22-2007, 02:13 AM
are we looking for the same thing ?
i want to use a plain hdr in my maya-scene with the
same function like the mental-ray ibl-node...
it causes reflections, it is emitting light and photons , etc..
but it is not a sphere - it´s a plain hdr emitting light !

do you have a solution ?

MasterZap
05-22-2007, 07:18 AM
I’ve first tried to put these objects’ ambient color to white and actived the FG. So I got my scene lightened with the color dependant to the texture connected in color, good reflection but no specular effects and no shadows.


Yes, you get shadows, depending on the density of your FG it may be more- or less quality, but you do get them.

Also, there is no such thing as "specular" highlights that isn't really a reflection of the light. ("Speculars" are just fakes in place of lights being really visible and having real area).

So if reflections work, then you have all the "speculars" you need. Just do glossy reflecitons!

/Z