Creates a special light rig from the given source image. This is
the scripting equivalent of selecting Light Rig From Image from the
Light menu.
The light rig is a set of infinite lights whose colors, directions,
and intensities simulate the lighting in the source image. Because
the lights are infinite, scene objects are lit the same way
regardless of their location and you don't have to worry about
positioning the lights or resizing the rig.
A word of caution: Don't confuse this light rig with the LightRig programming object. If you
are looking for light rigs in the scene, any objects that were
created with the X3DObject.AddLightRig
method have a TypeName or Application.ClassName
value of 'LightRig', but any light rigs created with this command
are still Null objects. For more
information, see the example.
Note: This command uses output arguments. Some scripting languages
don't support arguments passed by reference (such as JScript and
Python). For more information on how to handle getting output
arguments through a return-value array, see Output Arguments, Return Values and
Output Value Arrays.
CreateLightRigFromImage( [Filename], [Number_Layers], [AreaHigh], [LightDistHigh] ); |
Parameter | Type | Description |
---|---|---|
Filename | String | The supported image formats are .pic and .hdr. The image must
be a spherical map (longitude/latitude type image). HDR images
allow for better and more contrasted lighting. It is not necessary
to use a large image, as long as the image has enough contrast
between highlights and lowlights. The suggested resolution is 400 x
200. Using low resolution images will also cut down processing
time.
Default Value: " empty " |
Number_Layers | Integer | Limits the number of luminance layers being created. Using more
layer implies increased processing time and memory usage.
(Suggested values: 3 to 5)
Default Value: 3 |
AreaHigh | Float | Determines how much luminance will be extracted from the layer.
A higher value means more luminance, which implies that more lights
can be inserted.
Default Value: 20 |
LightDistHigh | Float | Distance between lights (percentage of the image). A lower
value means that more lights will be inserted.
Default Value: 40 |
' ' This example demonstrates how to use a PIC file to create a ' special light rig with several infinite lights. It also shows ' how to find the light rig in your scene (since the newly-created ' object is not returned as part of the CreateLightRigFromImage command). ' ' Note: A number of different strategies are presented here, since there ' is no "LightRig" filter. You can deploy whichever best suits your needs. ' '----------------------------------------- ' CREATING THE LIGHT RIG ' NewScene , false ' Create a couple of nulls (just to make it interesting) ActiveSceneRoot.AddNull "Danny" ActiveSceneRoot.AddNull "Fanny" ' For more sport, add an infinite type light rig using the object model ActiveSceneRoot.AddLightRig "Infinite", "Almighty" ' Create the light rig from one of the sample image PIC files CreateLightRigFromImage InstallationPath( siFactoryPath ) _ & "\Data\XSI_SAMPLES\Pictures\xsilogo.pic", 3, 20, 40 '----------------------------------------- ' SEARCHING AMONGST THE NULLS ' ' First, get a collection of nulls just for comparison Set oNullList = ActiveSceneRoot.FindChildren( , siNullPrimType ) showCollectionInfo oNullList 'OUTPUT: 'INFO : "-----------------" 'INFO : "Found 3 rig(s) in this collection:" 'INFO : " Danny" 'INFO : " Fanny" 'INFO : " LightRig" ' Or we can build a collection of light rigs based on which nulls have lights ' for children (because presumably only light rigs will have lights for children) Set oLRColl = CreateObject( "XSI.Collection" ) oLRColl.SetAsText buildLRCollFromNulls( ActiveSceneRoot.FindChildren( , siNullPrimType ) ) showCollectionInfo oLRColl 'OUTPUT: 'INFO : "-----------------" 'INFO : "Found 1 rig(s) in this collection:" 'INFO : " LightRig" ' Or we can filter the oNullList collection or use the collection Filter on the whole ' scene by restricting our list to only nulls that contain 'rig' in their name Set oNullList = oNullList.Filter( siNullPrimType,, "*rig*" ) showCollectionInfo oNullList 'OUTPUT: 'INFO : "-----------------" 'INFO : "Found 1 rig(s) in this collection:" 'INFO : " LightRig" '----------------------------------------- ' LOOKING BY NAME ' Set oRigs = ActiveSceneRoot.Children.Filter( siNullPrimType,, "*rig*" ) showCollectionInfo oRigs ' Now look for LightRig objects under the scene root Set oLRigs = ActiveSceneRoot.FindChildren( "LightRig" ) showCollectionInfo oLRigs 'OUTPUT: 'INFO : "-----------------" 'INFO : "Found 1 rig(s) in this collection:" 'INFO : " LightRig" '----------------------------------------- ' FINDING THE WRONG LIGHT RIG ' ' What about the other light rig in the scene? We can get all the lights in ' the scene, find their parents and add each one with the "LightRig" typename ' to a new collection Set oLights = ActiveSceneRoot.FindChildren( , , siLightPrimitiveFamily ) Set oLRColl = CreateObject( "XSI.Collection" ) oLRColl.SetAsText buildLRCollFromLights( oLights ) showCollectionInfo oLRColl '----------------------------------------- ' HELPER FUNCTIONS ' function showCollectionInfo( in_coll ) If TypeName( in_coll ) <> "Nothing" _ AND in_coll.Count > 0 Then LogMessage "-----------------" LogMessage "Found " & in_coll.Count & " rig(s) in this collection:" For Each mbr In in_coll LogMessage vbTab & mbr.FullName Next Else LogMessage "None found." End If end function function buildLRCollFromLights( in_light_coll ) If in_light_coll.Count > 0 Then Set oCLRColl = CreateObject( "XSI.Collection" ) For Each mbr In in_light_coll ' This makes sure we add only true LightRig objects, not the ' ones we created with the CreateLightRigFromImage command, ' but with the X3DObject.AddLightRig method If TypeName( mbr.Parent ) = "LightRig" Then oCLRColl.Add mbr.Parent End If Next Else LogMessage "Specified collection is empty." End If buildLRCollFromLights = oCLRColl end function function buildLRCollFromNulls( in_null_coll ) If in_null_coll.Count > 0 Then Set oCLRColl = CreateObject( "XSI.Collection" ) For Each mbr In in_null_coll ' This looks for a light amongst the children of the null in ' the current collection, assuming that only nulls that are ' light rigs have lights for children If mbr.Children.Filter( , siLightPrimitiveFamily ).Count > 0 Then oCLRColl.Add mbr End If Next Else LogMessage "Specified collection is empty." End If buildLRCollFromNulls = oCLRColl end function |