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
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