Shader Mixer: Measuring Total Energy Reaching a Point
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Is anyone aware of a way (using Shader Mixer & 3DL) to measure the total amount of light energy (from all light sources in the scene) reaching a surface point, disregarding the normal direction at that point and not taking shadows into account?
- Greg
Comments
The following image illustrates what I'd like to accomplish. In this case, a script set the location of the single light source and the light's falloff end parameter in the shader (info shaders normally don't have). I'd like to create a shader that will accomplish this for multiple lightsources and types, and without the need for a script to set this information before rendering (which isn't really practical for an unknown number of light sources of unknown type).
Is this possible given the variables & bricks available in Shader Mixer & 3DL?
Thanks!
- Greg