Light instancing shadow mask
2857 1 0- dan.baciu
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- Joined: 9月 2010
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Hello everybody.
I was trying to instance (point instancing) a subnet which contains a light and some geometry.
Together they form a lamp rig of sorts (a neon lamp)
Now, I want a part of the lamp geometry inside the subnet to not cast shadows from the light,
and I can set this using the “Shadow Mask” option of the light.
The problem is that this do not work with instancing (or point instancing).
I don't know how to make every instanced light to not cast shadows from it's corespondent instanced geometry.
This doesn't work even if I make a HDA out of this subnet (which is the goal anyway).
Also, It seems that I can't see the contains of the subnet (light OR geo)
in the viewport in case of instancing, why is that?
In the end, the goal is to make a lamp asset (together with light and geometry)
that I can also instance on many points in a scene.
How should I approach this?
- Enivob
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- Joined: 6月 2008
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Your light model itself is not really physically possible. In the real world that piece of mesh would block a light behind it.
What if you just assigned those cylinders to be mesh lights instead of trying to fake it with that large rectangle?
There is also a special light called a light template that you can assign different shaders for the lighting and the shadowing. Maybe you could replace that rectangle with a template and leave the shadowing shader blank?
What if you just assigned those cylinders to be mesh lights instead of trying to fake it with that large rectangle?
There is also a special light called a light template that you can assign different shaders for the lighting and the shadowing. Maybe you could replace that rectangle with a template and leave the shadowing shader blank?
Edited by Enivob - 2016年9月16日 09:42:40
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Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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