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 to composite a render of the constant shaded 
> material over your architectural sphere depending on how comfortable you are 
> with approach.
> 
> Or a simpler solution than the one I suggested earler comes to mind; Use a 
> mix_2_colors node by plugging the architectural shaders out into mix2color 
> base_color input, plug the lambert or constants out into mix2color color 1 
> followed by mix_2_colors out to surface input of the material node, making 
> sure to dial the constant node contribution via the weight rgba in the mix 
> layer of the mix_2_colors node. That way you maintain the architectural 
> material surface properties and mix in the incandescent property of the 
> constant shader. You may have to play around with the architectural shader 
> diffuse, reflection properties and mix2colors mix layer properties till you 
> get the look you want. 
> 
> <gdfdifhb.jpg>
> 
> -Rares
> 
> 
> On 7/3/2013 8:46 PM, Matt Lind wrote:
>> 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 a constant shaded sphere as the emitter.
>> 
>> The object acting as the bulb and visible to the camera should have the 
>> opposite settings so it appears in the render, but doesn't block the rays 
>> cast by the emitter. 
>> 
>> You may need to do more subtle tweaking of visibility to account of other 
>> situations.  For those cases I'll refer you to the 'ray switch' node which 
>> can perform the same task at a more granular level.
>> 
>> Matt
>> 
>> 
>> 
>> -----Original Message-----
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nancy Jacobs
>> Sent: Wednesday, July 03, 2013 3:02 PM
>> To: Softimage Listserve
>> Subject: Requesting advice about light object
>> 
>> Hello,
>> 
>> I've been away from XSi for about two years due to illness, but am back 
>> working on a project. So, this may be very easy for you guys to answer. I'm 
>> feeling noobness here, having forgotten so many things!
>> 
>> I'm trying to make a small sphere look like a light source, illuminating 
>> part of the scene, which is only lit by final gathering and a globe HDR 
>> object. I'm pretty sure I've done this successfully before, but it's failing 
>> me this time...;-)
>> 
>> I can't make the sphere a constant material, because I want it to use many 
>> of the attributes of the architectural shader. In other words, I want it to 
>> be a reflective ball which is glowing and emitting light. I like the 
>> simplified emulated reflections i was getting by using optimizations in the 
>> architectural shader (also the rendering time advantage). So, I tried 
>> putting a point light inside it, which has somewhat fouled up the nice 
>> surface I had going with the architectural shader. And there is no 
>> 'incandescence' in this shader to make it appear glowing. I don't want to 
>> see the actual point light in the render, but I do want the ball itself to 
>> be a bit luminous.
>> 
>>  I'm also having a lot of trouble with the light attenuation using the 
>> exponent. Does anyone have any idea how to measure 'Softimage units' in ones 
>> scene? Do they relate to say, the sphere radius I am using? Or is that a 
>> whole 'nother thing....
>> 
>> Anyone who can give me some ideas or point me to some info about this 
>> glowing sphere light thing, much appreciated... Seems so rudimentary...
>> 
>> Thanks,
>> Nancy
>> 
> 
> -- 
> Rares Halmagean
> ___________________________________
> visual development and 3d character & content creation. 
> rarebrush.com

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