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 Post subject: wom_archlight by wombat778
PostPosted: 28 Jun 2009, 13:59 
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wom_archlight by wombat778

    - Support for IES light profiles with real light profile intensities, and ability to scale profile intensity using real world units
    - Support for photometric (candela, lumen, lux) or radiometric (watt, watt/s, watt/m2) real world-units
    - A photon emitter that supports light profiles, area lights, and is linked to direct light intensity
    - Ability to use area lights with soft shadows while retaining IES profile sharpness/definition
    - Support for color temperatures
    - Light profile rotation
    - A shader to create object/geometry lights
    - A separate simple texture shader to add light profile support to other nodes
    - Works with both Softimage and Maya on Windows 64-bit and 32-bit, Linux 64-bit, and MacOSX (Maya only).
    - Completely free and fully open source (BSD license) with minimal restrictions, so you can compile for other platforms, incorporate the code into other free or commercial projects and redistribute.
    - Comprehensive manual
The goal of the shader is really to be the only light shader for mental ray you will ever need to use.

direct download can be found here:
http://www.si-community.com/download/plugins/wom_archlight_1.0.zip

Update - version 1.1 can be found here, see post below!!! - HB


Version 1.2: here
2010 fix (still needs version 1.2): here


NEW: version 1.23 - here

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 Post subject: Re: wom_archlight by wombat778
PostPosted: 28 Jun 2009, 15:31 
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Joined: 17 Jun 2009, 14:49
Posts: 391
I said it there I say it here, this is a great piece of work. The manual alone is excellent!! do doubts as to what goes where and why. Really - many thanks for taking the time and effort to develop it. And making it available to everyone. Super great.

Cheers
Terry


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 Post subject: Re: wom_archlight by wombat778
PostPosted: 28 Jun 2009, 17:06 
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Thanks very much Terry! I had fun writing the manual actually. I think it also helped me make the interface for the shader better. When I had trouble explaining a particular function in the manual, it means that I needed to make the function simpler to use ;)

Anyhow, please let me know if you have any trouble. Also, please post any suggestions and I will do my best to make them work in a later version. Thanks again!


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 Post subject: Re: wom_archlight by wombat778
PostPosted: 29 Jun 2009, 14:19 
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Joined: 07 Jun 2009, 12:30
Posts: 176
I've been waiting so long for someone to do this kind of plugin for a 64 bit version of XSI.
My deepest thanks to you wombat, this is great!


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 Post subject: Re: wom_archlight by wombat778
PostPosted: 03 Jul 2009, 08:42 
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Updated to version 1.1
Quote:
The main focus of this version is performance improvements. You should see a substantial improvement in performance with no loss of image quality (e.g., they were pure code optimizations). I also have added several additional methods of tweaking performance including a Shadow Threshold setting and the ability to limit emission from light profiles using spotlight cones. There should also be a MUCH greater improvement now using the falloff settings.


Download it here

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 Post subject: Re: wom_archlight by wombat778
PostPosted: 03 Jul 2009, 12:02 
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Joined: 17 Jun 2009, 14:49
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Hirazi Blue wrote:
Updated to version 1.1
Quote:
The main focus of this version is performance improvements. You should see a substantial improvement in performance with no loss of image quality (e.g., they were pure code optimizations). I also have added several additional methods of tweaking performance including a Shadow Threshold setting and the ability to limit emission from light profiles using spotlight cones. There should also be a MUCH greater improvement now using the falloff settings.


Download it here


Just a note, I really admire what you've done, and what your continuing to do.

Cheers
Terry


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 Post subject: Re: wom_archlight by wombat778
PostPosted: 04 Jul 2009, 09:55 
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Joined: 18 Jun 2009, 21:51
Posts: 30
All I can Say is, BRILLIANT! thank you soo much!


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 Post subject: Re: wom_archlight by wombat778
PostPosted: 09 Jul 2009, 09:53 
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Joined: 09 Jul 2009, 08:59
Posts: 1195
Location: Close to The Hague, Netherlands
Wombat,

First of all, hats off for the shader. It will come in really handy for any archviz stuff I'll have to do soonish.

A quick question though after browsing the (very informative) manual. To get accurate results, do you have to have the tonemapper shader attached to the camera, or can we just work in linear workflow and adjust later?
Just a thought that popped up, as I haven't installed and tried the shader yet ;)

cheers,

rob

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 Post subject: Re: wom_archlight by wombat778
PostPosted: 09 Jul 2009, 17:30 
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Joined: 28 Jun 2009, 17:02
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Hi Rork,

I really designed the shader to be used with mia_exposure_photographic. Technically speaking, the wom_archlight light shader will produce the same values internally with or without the tonemapper shader. But, I do not know one would go about turning those into meaningful physical results without the tonemapper (since I do not know what kind of magic mi_exposure_photographic is doing behind the scenes). If you are trying to use a linear workflow, could you use mia_exposure_photographic with a cm2 factor of 1, but leave the gamma at 1?


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 Post subject: Re: wom_archlight by wombat778
PostPosted: 11 Jul 2009, 12:43 
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Joined: 09 Jul 2009, 08:59
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Location: Close to The Hague, Netherlands
Hi Wombat,

Cheers for that, I'll try as soon as I have the time. I don't really like the MR tonemappers in XSI, they tend to give me too washed out images compared to other solutions outside the renderer.
And as my workflow is mostly linear/32bit exr nowadays, I'm hesitant to go back in and start using tonemapper shaders again.

rob

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