Hi,
I'm trying to figure out how to get the transform matrix of a light filter.
I found I could get the matrix of the light that the filter is attached to with AiNodeGetMatrix(sg->light_filter->Lp, "matrix"). I am planning to do local overrides to Liu independent of the light transform tough so I'm wondering how to pass the transformation of the light filter itself into the shader? I found in Maya I cannot transform the blocker in the viewport at all and in Katana the transforms of the blocker won't get passed onto the .ass file.
Surely there's something I'm missing 🙂
Any help would be appreciated!
Thanks
Hi @Roland Muller !
By default, light filters don't have a transformation matrix, so it's a parameter you have to create and make sure it's available along to the light filter. You can query it in node_update and store it in a local data struct.
I don't recommend using "AiNodeGetMatrix" in shader_evaluate, AiNodeGetXXX functions are generally too "slow" for shader evaluation(except AiNodeGetName). Why do you need the transformation of the light?
Cheers,
Pal.