For future reference, to connect an existing sun's light direction with an existing sky shader in Redshift or Mental Ray, you use the command "ApplySunDirectionOp" (undocumented I believe).
E.g. (in python): Application.ApplySunDirectionOp( "sun.kine.global", ["Passes.Default_Pass.Redshift_PhysicalSky.sun_direction.x", "Passes.Default_Pass.Redshift_PhysicalSky.sun_direction.y", "Passes.Default_Pass.Redshift_PhysicalSky.sun_direction.z"] ) On Thu, Jan 9, 2014 at 4:39 AM, olivier jeannel <[email protected]>wrote: > Noooooooooooo........ > There is a Render /Edit/Create RedShift SkyShader............ > I NEVER go through these menus...... > Bangging my head on the desk > > > Pulverized by the shame... > > Thank you oh grandmaster of the infinite knowledge ! > > > > Le 09/01/2014 13:14, Rob Chapman a écrit : > > render>edit>init physical sky ....? this one constrains the light > direction into the shader for you (mental Ray) maybe you could copy the > expression from here? > > > On 9 January 2014 11:54, olivier jeannel <[email protected]> wrote: > >> Bump... >> >> So nobody has a method ? >> >> >> Le 08/01/2014 16:32, olivier jeannel a écrit : >> >>> Very dumb question, I did it before, I'm sure... >>> >>> How do I link a light (infinite - sun) rotation to a vector (Sun >>> direction) in a Physicla sky property page ? (So that my light is a sun...) >>> I'm in redshift... >>> >>> >>> >> > >

