sphereLight
mel script version 1.5
[All the materials provided on this page are copyrighted] |
(see what has changed in v1.5)
The sphereLight mel script is a script based on the skyLightControl. How
it works: There
are 16 lights per group so you'll have 32 lights for the whole 'global'
lighting. The differences between the skyLightControl and sphereLight mel script: - The
skyLight used 2 different lights (ambient and directional or point lights)
for the illumination and shadows. - The
skyLightControl can emit light from a texture or a solidColor. - The
skyLightControl provided color calibration features (contrast, hue, saturation) - The
skyLightControl had 'directional' or oriented shadows. - The
skyLightControl had different intensity attributes (lowLights, highLights,
global Intensity)
Copy
the sphereLight_lights.ma scene (included in the .zip) into your script
directory Automatically,
the lighting scene (sphereLight_lights.ma) is imported, and the needed
nodes are created and connected. If the sphereLight group is too small,
select it and adjust the scale to fit with your scene. To
modify the lighting intensity, color calibration, shadowColor of the 'skyLights'
and 'groundLights', select their respective group (under the top sphereLight_group)
and open the extra attributes: As
you can see, by default, the sphereLight emits solid colors for both of
the sky and ground lights. You
can modify any attributes of your selected texture (colorBalance attributes
(defaultColor, colorGain and colorOffset) are not linked to lights) and
the lighting will follow accordingly. Pay attention at if you modify the rotation of the domeSurface (sphere nurbs surface) or the sphereLight_group, the result (lighting) will follow accordingly the rotation. Translation affects also the result of the lighting. This is it folks, nothing spectacular as you can see, but you may find this script useful if you just need a simple but realistic global lighting.
Improvements from v1.3 to 1.5: - You can connect/disconnect all the 'acceptable' 2d/3d textures you want. Almost of the nodes needed by script are removed automatically to preserve speed. - skyLight lights and groundLight lights are controlled independantly for a better handling. - groundLight lights can emit shadows. - You can previsualize in hardware how your textures look like for both of the sky and ground textures/color. - All the shadows are renamed according the light's group, including their resolution (i.e.: skyLight1_256.SM.iff, etc..) During the script process,
an error message is displayed: "//Warning: shader had no shader
group. A shader group was created//" 3d textures: Get the sphereLight mel script v1.5 |
sphereLight
mel script v1.5 (c) Emmanuel Campin - July / August 2001
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