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 |
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;
}
|