MayaMan Help Contents
MayaMan Light Attributes Dialog
The MayaMan Light Attributes dialog allows you to
attach attributes to particular lights in your scene, so that they are
rendered differently with MayaMan.
Adding and Accessing the MayaMan Light Attributes
Before you can modify the MayaMan Light Attributes, you will have to
add the attributes to the lights. You do this by selecting the
light(s) you want to add the attributes to, then select "Add Light
Attributes" from the MayaMan menu. All attributes are stored on a
separate node, so several lights can easily share the same set of
attributes.
By default, "Add Light Attributes" will add one shared/common
attribute node for all the lights in the selection that do not
already have attributes attached to them. In the optionBox of
the menu, there are alternative ways in which to add the attributes,
eg adding separate nodes to each object etc.
Once a light has a MayaMan Light Attribute node, you can simply
access all attribute parameters in their own panel in the Maya
Attribute Editor
Depth Map Shadow Attributes
Depth Map General
One Map For All Frames
This option will result in MayaMan generating a single shadow
map for the light at the beginning of a render sequence, and
reusing it for subsequent frames. This can be a large time
saving if the shadows are not changing over the sequence.
Custom Shadow Map
This option allows you to specify an existing shadow map to be
used by this light, rather than MayaMan generating one for
you.
Reuse Mode
This option let's you take fine-grained control over which shadow
maps get reused and which are recomputed.
Delete Mode
This option let's you take fine-grained control over which shadow
maps get deleted at the end of the render and which are saved.
Depth Map Use
Samples
The number of samples used when testing the shadow map. This can
reduce the grain in the blurry areas of the shadow map. 16 is
recommended as the minimum, and blurry maps can require values
of 64 or more.
Filter
You can choose a filter to use when sampling the shadow map for
slightly different sampling effects.
Depth Map Creation
Depth Filter
You can choose depth filtering as selected in Global Shadow Options, the
global default only when the light it is not requesting MidDist,
or an explicit depth filter.
Z-Clipping
Near clipping distance
Objects which are closer to the light than this value will not
cast shadows.
Far clipping distance
When enabled objects which are farther away from the light
than this value will not cast shadows. When disabled the
value used is effectively infinite.
PRMan 11 Deep Shadows
Enables PRMan 11's deep shadow computations for this
associated light.
Custom Display Driver
Normally MayaMan select the right type of display drivers for
the creation of mapped shadows... very advanced users may
have reason to use a custom display driver though.
Display Driver Arguments
The shadow display driver can have extra arguments added. This
can be particularly useful for things like prman's pyramidal shadow
map feature... just put the following in the arguments field:
"pyramid" [1]
Note that this can be used independently of the Custom Display Driver
feature.
User Defined Shadow RIB Statements
RIB statements that are only inserted into the rib for this
light.
Ray Traced Shadow Attributes
Blur
Controls the focus of the ray bundle used to calculate the
shadow
Bias
Controls the ray-bias used for calculating shadows, useful for
avoiding self-shadowing artifacts.
Motion Blur Shadows
Just like the settings in the MayaMan Global Options, MayaMan
Material Attributes and MayaMan Model Attributes, this option will
output the "motionrays" attribute into the RIB file. However, when
setting the attribute for a light, only shadows (ie no
reflections) will be motion blurred.
Also, refer to the Entropy documentation for this option, as this
attribute is handled slightly differently when declared for lights
(more precisely, Entropy will render motion blurred shadows if
either Attribute "light" "integer motionrays" or
Attribute "render" "integer motionrays" is enabled.)
Caustics/Photon Mapping
For Air and Entropy you can set the number of photons to be shot
from the light source in calculating caustics. Zero effectively
turns off caustics for the light. Higher values will slow down the
render. The Photons Only flag is not used.
For PRMan11 the controls are different, the number of photons is not
set directly at the light source and the number here has no meaning,
however, a light will only go into the photon map rib if it's
'Enabled' flag is turned on and there are a non-zero number of
photons requested, this provides a way to only get photons from a
certain set of lights. Sometimes it's useful to have lights in the
scene that only generate photons but don't participate in regular
lighting (ie: they simulate injection of photons from an
environmental image), in this case turn on the Photons Only
checkbox. Use the Photon Type setting to determine which photon
maps a light will contribute to.
Misc
Atmospheric
This enables the __foglight parameter which is used to control the
behaviour of some lights, especially their interaction with volume
shaders (primarily a BMRT concept, though if the light shaders are
written to look for this parameter it can be used in other
renderers as well).
Motion Blur Shadows
When enabled an RiPixelSamples statement will go into the shadow
map rib. When and how this is useful is left to the reader as
an exercise.
Categories
RenderMan supports the concept of light categories and here is
where you supply them. Use commas to seperate category names
if you need more than one. For a category to actually have any
effect you'll need to write your own illuminance loops.
Custom Light Shader
This section allows you to attach a custom RenderMan light shader to
your light. You need to first create a MayaManCustomLight node by
pressing the 'Create New Custom Shader Node' button in the
dialog. If you have any existing nodes you can type their name or
browse to them. This will associate the custom light shader node
with this light. You then view the light using the Maya Attribute
Editor to set the shader file to use and any shader parameters.
Shadow Casting Override Sets
These sets allow fine grained control over what objects contribute to shadows for a particular light (as far as depth mapped shadows goes anyhow).
Any surface in the 'On' group will cast shadows even if it is not a shadow caster. Any surface in the 'Off' group will not cast shadows.
It may be useful to use a set with more than one light... ie: an extra shadowing set applied to all key lights.
Clicking the checker icon in the attribute editor will create an empty set with an appropriate name.
Be sure to add shape nodes to the set... just as it's Maya's shape nodes that carry shadow casting information so too the override link. The sets contain full paths so individual instances of a particular shape can be in more than one set.
When drag-n-dropping a set from the Overview into the drop slot the connection editor will open, you need to connect the message
output of the set to the appropriate attribute of the attributes node.
Shadow Location Cheating
This section allows renderers that supports shadow cheating to cast
shadows from one (or more) lights and use those maps to control
shadows for this light. The other lights don't contribute to scene
illumination, they only contribute with shadow information.
Soft Shadows
This section is similar to Shadow Location Cheating but is for
renderers that support soft shadows.
User Defined RIB Statements
A chunk of rib that will be inserted into the rib just after the
RiLightSource call.
Additional Light Related Attributes
Ray Marching in Light Fog and Volume Fog
When a lightFog node is processed it's check for a couple of
attributes which control how the raymarch quality. If the attributes
don't exist they will be automatically created. MayaManStepSize
is how far each integration step moves in world space, smaller values
give higher quality. MayaManMaxSteps clamps the total number
of steps, if the ray distance divided by the step size would rezult in
more steps than this then the step size is increased regardless of the
setting in MayaManStepSize.
MayaMan Help Contents