In this series of tutorials, we'll be taking a detailed look at each of mental ray's light nodes. Each video is a self-contained tutorial centering on one of mental ray's nodes. This means that these tutorials can be viewed in any order you wish, allowing you to jump straight to the content that is most relevant to you. Over the course of these tutorials, we'll learn how each node works and best practices to utilize for attaining desired results while saving time. Software required: Maya 2008 and up.
Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.
Introduction and Project Overview [Autogenerated] in this. Listen, we'll see how we can use the M I B light map sample note. So the light map sample isn't, though, that could be fed into the like map. Right. So what we can do is use our light light map right note which, if you want to learn more about this particular note, we do have a lesson that deals specifically with this one. But what we can do is use this light map sample as a way of sampling and writing out to a self contained file just the lieutenant's data or the strength of the illumination and even the color of the illumination on our surface. So what we can do is take our M I B light map, right? And what we'll do is take our light, my pipe sample and connect this into the input. So if you've had a chance to go through our lesson on using the light map, right, we've seen how we can use this as a way of writing out any sort of color information to a self contained image. So what we'll do now is, instead of writing out color information from a specific shader will now be writing input data as far as the light values in the light intensities. So just to actually change this up a little bit, let's go back to our light map, right node and in our lesson, dealing with this node, we went in and actually set up a texture for this. So just we can keep from overriding that information. Let's go back to our image name and let's to find a new light map so that we don't override this light map that we generated in our lesson dealing with that note. So let's go back to a new text document switch, are filtering to best guess, and we'll make ourselves a new _____ file will call this light map sample, and we can give this a don I f f or a dot in AP extension. All right, so we could out come in and force this light map were to ah, actually right, Theseus ample information out by just simply rendering out a single image. So let's go back to one of our views rid of this out. And once the images completed rendering, we can take a look inside our source images directory or wherever we chose to output this image, and if we want to see the data that's been written into it, we can take a look at that right here. So again, this is now looking at just the illumination data. So we have a really pretty much white, luminous information that's coming from this again. This is just looking, really at the color of the lighting that's coming from this. And we also have the ability to write in indirect lighting information from things like final Gather or global illumination. So, really, there are just a few options to be found on this light map sampling note. So we have the ability to either enable or disable the calculation of indirect lighting for this particular light map that will be written out. And then we can actually flip the normal information. So whether or not the normal they're gonna be flipped inward or outward, we can flip those accordingly. And in addition, we can actually pull against some kind of a specified light source that we actually want to be sampled and fed into the light map right note. And so now, with e indirect contribution disabled and this is now been rear ended so we can go back and take a look at our new light map sample image so we can double click and look at this. And now we have just the direct illumination without any sort of contribution coming from any kind of final gather that we may have had in this scene. So with this, we could see exactly where the light is striking the surface so you can see exactly where that is in these areas where no illumination reaches that point or that particular pixel. We really just get black. All right, So that's a look at how we can use this light map sampling note as a way of just writing luminous data out into a single, self contained vile.