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Disabling default light(s) ...
show user profile  advance-software
Apparently this can be done via ctrl-L.

So ... max 2012 ... drop down a cube ... throw a default std material on it.

ctl-L nothing ... should go black ... doesn't.

what am I doing wrong ?

read 863 times
9/6/2011 12:50:30 AM (last edit: 9/6/2011 12:53:18 AM)
show user profile  K-tonne
i thought that toggled in the viewport between scene lights (if there are any) and the default lights- not turned the default lights off

Website and Portfolio

read 857 times
9/6/2011 12:53:15 AM (last edit: 9/6/2011 12:53:15 AM)
show user profile  advance-software
... which should work then ... I have no scene lights so should get a black cube.

I get no change.
read 855 times
9/6/2011 12:53:51 AM (last edit: 9/6/2011 12:55:16 AM)
show user profile  BLoSk
Afaik CTRL-L disables all lights in the scene you put in there yourself and make use of the default lighting.
I don't know if there's a way to disable the default lighting though.



BLOX


read 852 times
9/6/2011 12:55:02 AM (last edit: 9/6/2011 12:55:02 AM)
show user profile  advance-software
ok, so the only way to disable default lighting is to drop in a light & disable it.

want this so prelit (lightmapped) content shows up right.

using my own shader but wanted to sync with standard max stuff as far as possible.

thanks guys.
read 849 times
9/6/2011 12:56:01 AM (last edit: 9/6/2011 12:58:42 AM)
show user profile  K-tonne
put in a light with a negative value maybe

Website and Portfolio

read 836 times
9/6/2011 1:00:02 AM (last edit: 9/6/2011 1:00:02 AM)
show user profile  advance-software
maybe but just disabling one works. not exactly what I want but it'll do.

another max fudge :)
read 834 times
9/6/2011 1:00:59 AM (last edit: 9/6/2011 1:15:21 AM)
show user profile  advance-software
so ... our shader is currently configured to drop down a light & disable it when used to turn off default lighting.
(so lightmaps will look right).

desired behaviour :

1. leave it like that.

2. only disable default lighting if a lightmap is used in the shader.

3. neither - leave artist to disable default lighting by manually dropping in a light & disabling if they want to.

4. Add a button in the light map section of the shader to 'disable default lights'
- will enable the artist to do the above in a single click if they want to.

5. don't care mate, I won't ever want an uber viewport shader in max.

(edited to add another option)

I'm thinking of changing it to option 4 as unprompted auto-disabling of default lights lead to some confusion when we did some earlier beta testing.
read 803 times
9/6/2011 12:18:57 PM (last edit: 9/6/2011 12:40:36 PM)
show user profile  Mashedpot8er
You should be able to go into the viewport configuration and tell it to light by scene lights not default lights. Your viewport should go black then if you haven't got any lights in the scene.

edit: To get it to go black you'll then have to go into the environment settings and change the global lighting tint to black.




Cad Monkey


read 778 times
9/6/2011 9:41:47 PM (last edit: 9/6/2011 9:48:30 PM)
show user profile  advance-software
If I understand correctly, max does that via ctrl-L.

I haven't been able to figure out how to tell if scene or default lights should be used yet via the maxsdk. I've emailed autodesk but nothing back yet. practical upshot - ctl+L is ignored when using our shader & it uses scene lights.

I think I leave it disabling the default light (in the scene) by dropping down a disabled light when activating for now as it does what I need & other stuff to do. can always modify this later if others find it annoying. thanks for the feedback Mashedpot8er.

edit: actually that helps, thanks. that setting in the viewport configuration dialog does exactly the same as ctl-L, so I just need to see if I can access the settings in the viewport configuration dialog from the maxsdk.
read 776 times
9/6/2011 9:50:17 PM (last edit: 9/6/2011 9:55:09 PM)
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