Dribble Area Lights

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Dribble Area Lights // Archive: Tech Forum

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Post by transient // Apr 22, 2008, 7:21pm

transient
Total Posts: 977
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There doesn't seem any way to make area lights invisible in the scene. Is this a 3delight limitation or a missing feature?


Is there a workaround?

Post by transient // Apr 22, 2008, 7:34pm

transient
Total Posts: 977
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I've found a workaround. If you export the rib file, you can delete the area light's polygon attribute in the text file and it seems to render properly in renderdl.

Maybe this could be added as a feature request, unless I'm doing something wrong in the first instance.:)

Post by Burnart // Apr 22, 2008, 8:25pm

Burnart
Total Posts: 839
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I've found a workaround. If you export the rib file, you can delete the area light's polygon attribute in the text file and it seems to render properly in renderdl.


Sounds like a useful idea but I'm not sure how to do it - when you export the rib is it for the scene? a single area light? Then how do you bring it back in for rendering? or use "renderdl"?

Post by transient // Apr 22, 2008, 9:06pm

transient
Total Posts: 977
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You just need to export your scene to rib format. Then open it in a text editor and scroll down near the bottom (this file can get massive).

You'll see a section called "lights". There's a list of your lights and their various attributes. Find your area light and you'll see a polygon attribute. Just delete this (see piccy). I don't know of this can cause issues, but it seems to work okay.

Then you re-save the file, and on my pc if I right-click on a rib file I get the option to render with 3delight, right at the top. You can also open the file with renderdl, it does the same thing I think. If you right click on the rendered image you can save it.

Post by Burnart // Apr 23, 2008, 4:21pm

Burnart
Total Posts: 839
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Thanks transient I never knew that. I am marginally less ignorant than I was yesterday - always a good thing!:)

Post by Emmanuel // Apr 23, 2008, 10:12pm

Emmanuel
Total Posts: 439
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Thanks for the trick Transient :jumpy:


I think Simon could add a toggle for Area Light visibility though.

Post by SiW // Jun 14, 2008, 7:41am

SiW
Total Posts: 298
Well if you delete the Polygon call, you're actually deleting the light geometry, so your area light then acts like it's coming from a single point. The correct thing to do if you're doing this manually would be to add



Attribute "visibility" "integer camera" [ 0 ]



before the Polygon line.


The next release correctly handles whatever geometry visibility you set for the trueSpace light though, no manual editing necessary.

Post by splinters // Jun 14, 2008, 9:27am

splinters
Total Posts: 4148
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Woohoo...next release...woohoo!! :D
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