You could also use a BasicMaterial with zero diffuse and specular, and
100% emission for the objects that you don't want to be affected by
the light(s) in your scene.

Like so:

set cut_paste_input [stack 0]
version 6.3 v8
Camera2 {
 inputs 0
 translate {3.78000007 1 22.97999954}
 rotate {-1 0 0}
 name Camera1
 selected true
 xpos -318
 ypos 199
}
push $cut_paste_input
Light2 {
 intensity 10
 translate {-2.569999933 2.700000048 4.610000134}
 name Light1
 selected true
 xpos 83
 ypos 27
}
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos -153
 ypos -299
}
set N1b0df100 [stack 0]
push 0
BasicMaterial {
 inputs 2
 name BasicMaterial3
 label "DIFF + SPEC"
 selected true
 xpos -281
 ypos -138
}
Sphere {
 name Sphere1
 selected true
 xpos -281
 ypos -65
}
push $N1b0df100
push 0
push 0
BasicMaterial {
 inputs 3
 emission 1
 diffuse 0
 specular 0
 name BasicMaterial2
 label "EMISSION ONLY"
 selected true
 xpos -153
 ypos -141
}
Sphere {
 translate {4 0 0}
 name Sphere2
 selected true
 xpos -153
 ypos -68
}
push $N1b0df100
push 0
Diffuse {
 inputs 2
 name Diffuse1
 selected true
 xpos -33
 ypos -133
}
Sphere {
 translate {8 0 0}
 name Sphere3
 selected true
 xpos -33
 ypos -67
}
Scene {
 inputs 4
 name Scene1
 selected true
 xpos -169
 ypos 27
}
push 0
ScanlineRender {
 inputs 3
 overscan 50
 shutter 0.47916667
 shutteroffset centred
 output_motion_vectors_type off
 MB_channel none
 name ScanlineRender1
 selected true
 xpos -179
 ypos 219
}



On Tue, Sep 18, 2012 at 5:05 PM, Deke Kincaid <[email protected]> wrote:
> You would need to make separate scanline render nodes.
>
> -deke
>
> On Tue, Sep 18, 2012 at 9:23 AM, kafkaz <[email protected]>
> wrote:
>>
>> Is there a simple way to affect only specific object by light, or do I
>> need to do separate scanline render?
>>
>> Thanks!
>>
>> _______________________________________________
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>
>
>
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