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...
>>>
>>>
>>>
>>
>
>

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