Shader Mixer Lights and Cameras
So, the old stuff is hard to parse and in some cases outdated.
We seem to have some confusion in terms across platforms with things like Indirect Light.
Could we possibly get some real explanations of how to use/create shader mixer lights and cameras? I am very interested in exploring the possibilities, but with not even any real clues (apart from the way old examples provided with Studio 3), where the hell does one start?
Start with a question: how does one use the Indirect Diffuse brick from Functions > Lighting > Environment? One would assume that it needs to be hooked to either a light or a camera, but it has no root settings so where would one connect it? Or perhaps it is one of those unique floating bricks -- but if that is the case, how would one access its parameters?
Another question: what does Sample Mode do? I can't see a difference in any test I have tried.
Comments
oh, and what's this:
3Delight message #43 (Severity 1): R2377: automatic photonmaps enabled but no lights cast photons
3Delight message #3 (Severity 2): T2040: 'dzglobalmap' not found (in shader 'brickyard/{e0768d86-772f-4755-a26a-f1f8dbc4f66e}/shader_Indirect_Light__Camera_' on object '')
Indirect Light Camera, according to the YouTube video Advanced Rendering Part Two, is supposed to be simple. I'm thinking that this little nugget makes it not so simple anymore, because I don't remember seeing this in 4.5. Certainly might explain some of the oddities I have been seeing.
Did you create a light source with shader mixer? For some reason the normal light sources (created with Create->New Distant Light and so on) do not cast photons, which results in the error. Creating a light source with shader mixer works; does not have to be complicated, just a simple root brick of a light source suffices.
Yeah, I had read that elsewhere. But its NOT noted in the video, and I swear I got different results with 4.5 vs 4.6. I'm going to do a comparison render later with regular vs shader mixer lights to see the difference.
I do not know if that is used for the indirect light camera at all. It is useful with area lights which 3delight simulates by a bunch of little pointlights which are averaged. They might be averaged before the light hits a surface or after a light hit the surface, the distinction between these two is made by the Sample Mode switch, perhaps indirect light behaves in some regard like an area light, so this switch is included? But i do not know.
Thanks for that millighost.
I am wondering if I learned more about Renderman, would that knowledge would transfer to shader mixer/builder? Or are these tools too far extrapolated - 3Delight to Studio to shader apps in Studio.
Odd that I do not get the above error on Win7 32bit. Same camera shader.
Only happens on Win7 64 bit.
I got that with the 32 bit version running in wine (i think it is comparable to a windows xp). So at least it is not the 64 bits' fault. The warning stopped when using a shadermixer distant light.
The error was my bad, using a photon mapper brick when I didn't need one.
Anyone know how to create a camera that does both Fog (volumetrics) and indirect light?