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Postlight

15 February 2007 87,598 views 3 Comments

Description

Post Light lets you accurately light your scene from inside XSI’s FX Tree. You can add lights to the scene and in a matter of seconds, Post Light will render an accurate preview of how the final render will appear.

Using Post Light will save you a massive amount of time, since you don’t need Mental Ray to render the scene for you to preview what it looks like. The length of time you have to wait for Post Light to render is usually a matter of seconds, and is completely independent of the geometric complexity of your scene.

Post Light uses a techniques known as 2.5 D Lighting. It uses images to provide the necessary information to render the lighting, and so is a very fast way of getting an accurate preview.

See below for a complete feature list of what Post Light can do.

Feature list

  • Renders point lights, infinite lights, and spot lights.
  • Automatically scans the XSI scene and renders any lights it finds according to a user specified wildcard.
  • Reads all light parameters directly from the scene, and supports:
    • Specular and diffuse lighting toggles
    • Soft spotlight edges
    • Light falloff, linearly or using the light exponent
    • Shadow umbra
  • Computes shadows from proxy geometry indicated by a user specified wildcard.
  • Provides a cache mode that allows daisy-chaining of Post Light operators. This means that expensive lighting operations can be cached, while still allowing new lights to be added and rendered at interactive rates.
  • Supports area lights and handles the four types of area light geometry:
    • Rectangle
    • Disc
    • Sphere
    • Cylinder
  • Supports area light U and V sampling resolution settings.
  • Supports area light sizes and rotation offsets.
  • Can compute soft area shadows if required.
  • Provides a user modifiable area light jitter.
  • Custom display host manager for automatic updating of Post Light renders.
  • Shadow computation accelerated with a optimisable octtree.
  • Can display render times and octtree build times for manual optimisation.
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3 Comments »

  • Adam Seeley said:

    Hi, Any idea if this works in Xp 64 bit Soft 2010/2011/2011 sp1.

    Thanks,

    Adam.

  • AndyN (author) said:

    Hi Adam,
    That’s a good question. I can’t see a reason why not, but it would need to be recompiled and I’m afraid I don’t have access to a Windows 64bit machine.

    It could only support phong based lighting models so it didn’t catch on as it probably wasn’t flexible enough for most pipelines. Anyway, as a result, I haven’t kept it up to date.

    Sorry!

  • Moykul said:

    Brilliant tool! Thank you so much!

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