Hey nevermindI think I got what I need with the mia_lightsurface node piped
into the architectural shader, with considerable tweaking
Thanks for the ideas!
On Jul 5, 2013, at 7:03 PM, Nancy Jacobs illus...@mip.net wrote:
I'm wondering about the suggested use of the rayswitch node for
I'm wondering about the suggested use of the rayswitch node for this.
Especially Matt and Ahmidou suggested it. Do you mean the
mip_rayswitch_advanced? And would I use it to split up the shader influences on
one sphere instead of making the two spheres as in Matt's suggestion?
Because in your
Many solutions, but here's an older simple solution:
The object emitting illumination should have secondary rays active, and primary
rays inactive. This allows rays to be cast for Global illumination, final
gathering, etc..., but not be directly visible by the camera. This allows you
to use
These all sound like good ideas... I did try out the mia light surface shader,
and got a bit closer to what I want, but i'll definitely check all these ideas
out next work session.
Thanks!
On Jul 3, 2013, at 10:42 PM, Rares Halmagean ra...@rarebrush.com wrote:
Another solution Nancy, may be
Wow, here's a duh momentas that's exactly what I'm doing with the 2
environment spheres, with the visible image and the invisible HDR image! So,
i'll try it on a smaller scale for this as well. Not familiar with the ray
switch mode, though, I will have to look into that. Thank you Matt.
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