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Re: SCRIPT: camera mapping

Posted: Thu Dec 15, 2016 12:46 pm
by calus
I updated the script to work with recent plugin, in the first post.

The problem was just the index of "world coordinate" have been changed from 0 to 1 in the projection node.
I suppose JimStar changed that when he fixed the projection node "object space" bug.

He also added the missing "normal space" coordinate used for IES light :!:

I guess we don't have any reason to use the buggy octane Light anymore,
as we can now finally use IES texture with meshlight. :D

Re: SCRIPT: camera mapping

Posted: Thu Dec 15, 2016 4:54 pm
by Jolbertoquini
calus wrote:I updated the script to work with recent plugin, in the first post.

The problem was just the index of "world coordinate" have been changed from 0 to 1 in the projection node.
I suppose JimStar changed that when he fixed the projection node "object space" bug.

He also added the missing "normal space" coordinate used for IES light :!:

I guess we don't have any reason to use the buggy octane Light anymore,
as we can now finally use IES texture with meshlight. :D
Thanks man... So to use the IES texture we just plug on efficiency a float texture but the IES file???

Best,
JO

Re: SCRIPT: camera mapping

Posted: Sat Dec 17, 2016 4:31 pm
by calus
Jolbertoquini wrote: So to use the IES texture we just plug on efficiency a float texture but the IES file???
Not plugged in "efficiency",
the float image texture node should be plugged in "emission pattern",
and also need a spherical projection node with "object space" coordinate,
or use the "normal space" if you want one light per face.