skyLightControl v1.1a* (Nov 14th 2000)
To install the skyLightControl, unzip the skyLightControl_v1_1.zip, copy the mel scripts into your script directory and copy the plugins in your plugins directory. Then in the script editor, type: source skyLightControl.mel and press [enter]
Then re-type skyLightControl, press [enter] again to execute the mel.
What's new in version 1.1?:
- In version 1.0, if you batch rendered an animation
with a sequence as light emission, maya returned an error message about a procedure.
This bug has been fixed with the new mel script included in the zip file (skyLightTuneAmbientLightsWithoutWindow.mel).
- All keyable attributes (light intensities and (now) shadowDensity) are refreshed when the time slider moves.
- The major feature in version 1.1 is the real_shadow_behavior (works only with texture files)
Before (beta version and v1.0), shadow casting was uniform (no relation with the texture used as light). So on the majority of the renderings, shadows were projected diregarding the 'texture's light orientation'.
Now, the shadow casting depends on the luminance of the texture. If have a part of the texture that is very dark (black or anthracite), the lights over these dark areas will cast lighter shadows than the lights placed on a higher luminance value of the texture.
But one major problem we all have is that if we use for outdoor lighting a beautiful blue sky, the overall luminance of the texture is high, and the shadows will be cast uniformly (like before). To avoid that, we've added a Shadow Map Contrast attribute, and the shadowDensity is now keyable.
The Shadow Map Contrast attribute lets you
contrast the texture's luminance to 'force' the 'shadow' lights to emit more
shadows on the highly contrasted part of the texture (where texture's luminance
is high you'll have more shadows than when texture's luminance is low (no or
few shadows will be emitted)).
So, the higher the shadow Map Contrast value is, the more 'oriented' your shadows
will look like.
Then, even with a well lit environment, you'll be able (after some tweakings)
to manage very realistic shadows.
If you miss the old and uniform shadow behavior (with v1.0) just set the shadow Contrast to 0. But you'll have to modify the shadowDensity.
Bugs / Limitations:
If you miss the old and uniform shadow behavior (with v1.0) just set the shadow Contrast to 0. You'll have to modify the shadowDensity.
If you have created a skyLight with a texture file, you can change it directly by selecting a new file with the browser, but you'll have to update manually the texture file node.
If you use a sequence of images (and then the use Frame extension is checked ON), the script will evaluate the lights at each frame, so to avoid that (when you're satisfied with your lighting), uncheck the use Frame Extension. (but check it on when you want to render!!)
Sometimes, it happens that (if you use a sequence of images as 'texture light') the number of the image (in the file texture node which would be 0) is equal to the current frame, and then gives you wrong results. Select the sky_file (texture file) in the hypershade, and check if the number of image is set to 0.
You can switch from texture file to solid color if you have created a skyLight with a texture file. Maya will return an error if you try changing from solid Color to texture file if you have created first a skyLight with a solid color.
If you modify the shadow Map Contrast (in order to correct the 'shadow map' from the texture's luminance), the shadowDensity is modified. To correct this, you'll have to increase the shadowDensity (this will be fixed in further versions, sure!!).
- Fixes bugs during the creation of a skyLight with uniform distribution of lights and a texture file.
- Maya no longer reports an error message (but with no incidence on the lighting) when creating and editing a skyLight with a solidColor.
skyLightControl v1.1a - Emmanuel Campin / Francois Zarroca - Nov 2000
www.pixho.com for more infos (and pics) about the skyLightControl and more...