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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>> [email protected], http://forums.thefoundry.co.uk/
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>
>
>
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