Hey! is there anyone out there that has used the nuke LightContext and the built in shadow maps?
I have two issues. The first one is an update issue. in my validate i loop over the GeoOps lights and build my scene properly. I have to do that over and over in the engine again by calling evaluate_lights on a stores Scene. Whats the proper way to make sure at all times my lights are up to date? I tried copying them into a std::vector on validate and make sure they are solid. But due to a non existing default constructor i had no luck. So any insight on the mechanism for lights would be appreciated. The second more juicy one is shadow maps. Has anyone used LightContext and the ->depthmap() function? It returns me a Render * which is cool as i assume its setup with the right geo and camera matrix ( for the light camera ) i just cant find a way to access it? How do i do that and also how do i make sure here its always up to date?? Also how do i transform my sample point in worldspace to the light camera sceenspace properly for lookups? If any sample code exists this would be amazing! Its for a deep node btw. Thanks for your thoughts and ideas. Jo
_______________________________________________ Nuke-dev mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
