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mental ray Architectural and Design Visualization Shader Library

mental ray Architectural and Design Visualization Shader Library

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5.3 Light Surface 111An example of using mia light surfaceIn the image above, actual illumination comes from a long thin rectangular area light, whichis set not to cause any specular highlights. The visible “glow” of the fluorescent tube is setbe visible in reflections (<strong>and</strong> hence become our much more accurate “highlight”) but still beinvisible to FG <strong>ray</strong>s, so it will not be incorrectly picked up as additional light.The mia light surface shader can either provide a color all by itself, or derive the color froman existing (set of) light(s) in the scene.The shader only returns a color <strong>and</strong> does not do any other shading per se. A tip is to use itplugged into the additional color of mia material.These are the parameters of the mia light surface shader:declare shader "mia_light_surface" (color "color" default 1 1 1,scalar "intensity" default 1.0,scalar "fg_contrib" default 0.0,scalar "refl_contrib" default 0.0,boolean "use_lights",scalar "lights_multiplier" default 1.0,vector "lights_eval_point" default 0.0 0.0 0.0,ar<strong>ray</strong> light "lights")version 3apply textureend declare

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