Lighting model

So I understand that the light parameters are based on 3ds max’s lighting model, but is there any reason that can’t be modified? So let’s say SoftwareX has a different way of controlling decay/attenuation of a light. Is the expectation that we’ll always be stuck with 3ds max style lights? I suppose there could be proprietary Thinkbox lights that could be added to 3ds max, but even so, there’s nothing saying that these Thinkbox lights would match SoftwareX lights. Just wondering.

At the moment the internal code uses the max style parameters. We could add different style point lights (differing parameters) on an individual basis, but it would require actual compiled changed to Krakatoa.

Ideally we would like to have a shading language where you could define your own point light shaders. We’ve discussed including a shading language, but it is not on the roadmap just yet.

Yeah, it just came up internally here where we were scratching our heads as to how SR is cramming some things into a Renderman shaped box, and other things into a 3dsmax shaped box. Like we’d almost rather you had a render option “Use3dsmaxStyle” or “UseRendermanStyle” or “UseMayaStyle” and just interpreted transforms, cameras, lights, etc according to whatever reference systems you built into SR.

  • Chad