Lightmap Shader Presets

List of available Lightmap Shader presets. Lightmap shaders are used to sample object surfaces and store the result in a file that can be used later. For example, you can use a lightmap shader to bake a complex material into a single texture file. Lightmaps are also used by the Fast Subsurface Scattering and Fast Skin shaders to store information about scattered light.

Note See Shader Presets for a list of different shader preset types. Also see Alphabetical Listing of All Shader Presets for a complete list of available shaders.
Preset Shaders
Lightmap\Color_Sampler.Preset Color Sampler mental ray Shader.

See the Softimage.sib_lightmap_color_sampler.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLightMapShader Example
Lightmap\mental images\misss_lightmap_write.Preset misss Lightmap Write mental ray Shader.

See the Softimage.misss_lightmap_write.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLightMapShader Example


ConnectLightMapShader Example

function ConnectLightMapShader( in_preset )

{

	NewScene( null, false );

	CreatePrim("Grid", "MeshSurface");

	var oShader = CreateShaderFromPreset(in_preset, "Sources.Materials.DefaultLib.Scene_Material");

	SIConnectShaderToCnxPoint(oShader.FullName+".out", 

		"Sources.Materials.DefaultLib.Scene_Material.lightmap", false);

	if (!oShader) { return null; }

	return (oShader.Type == "XSICollection") ? oShader(0) : oShader;

}