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Rendering with Arnold in Houdini and Solaris using the HtoA plug-in.
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how to create proper mesh light in htoa?

3 REPLIES 3
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Message 1 of 4
mirkozamba
249 Views, 3 Replies

how to create proper mesh light in htoa?

hello arnold users, i actually test mesh light with houdini and i have a problem , in maya , mesh light is visible like if the mesh have an emission material, in houdini, we have a light but the mesh is not an emitter, i read the doc , and a thing t odo is to assign an emitter material to a mesh , + the mesh light but if i use mesh light , is because the emission material generate a lot of fireflies, in maya with mesh light i can work without it, but in houdini? how to make a proper mesh light ?
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Message 2 of 4
madsd
in reply to: mirkozamba

You then probably want to seperate the emmission to just sit at 1, illuminate and do absolutly nothing else. Pr default emission cast a ton of noise as you noted.
You should be able to disable the diffuse reflection contribution on the mesh, so it only emits lights and contributes with exactly 0 rays being thrown around.


in max my hook is visible_to_diffuse_reflections = off
Via a property modifier attached to the light, you may find a simular option set in your host.

Message 3 of 4
Stephen.Blair
in reply to: mirkozamba

This is the "mesh light shader" that MtoA outputs:

5811-mesh-light-shader.png


input1 of the aiMultiply is the light color, and input2 is a intensity multiplier



// Stephen Blair
// Arnold Renderer Support
Message 4 of 4
mirkozamba
in reply to: mirkozamba

thank you for answer guys , but i don't find the diffuse reflection in emission shader in houdini , i set diffuse and specular parameters to 0 but i don't find others channels , i have in advanced folder , indirect diffuse and indirect specular set to 1 , should i set also that to 0 ?

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