ArnoldMeshLight::ArnoldMeshLight( const std::string &name ) : GafferScene::FilteredSceneProcessor( name, IECore::PathMatcher::NoMatch ) { // ArnoldAttributesNode. This hides the objects from the majority // of ray types, since we don't want to add the poor sampling of the // object on top of the nice sampling of the light. The only visibility // option we don't turn off is camera visibility - instead we promote // so the user can decide whether or not the mesh should be visible in // the render. ArnoldAttributesPtr attributes = new ArnoldAttributes( "__attributes" ); attributes->inPlug()->setInput( inPlug() ); attributes->filterPlug()->setInput( filterPlug() ); for( CompoundDataPlug::MemberPlugIterator it( attributes->attributesPlug() ); !it.done(); ++it ) { if( boost::ends_with( (*it)->getName().string(), "Visibility" ) && (*it)->getName() != "cameraVisibility" ) { (*it)->enabledPlug()->setValue( true ); (*it)->valuePlug<BoolPlug>()->setValue( false ); } } addChild( attributes ); Plug *internalCameraVisibilityPlug = attributes->attributesPlug()->getChild<Plug>( "cameraVisibility" ); PlugPtr cameraVisibilityPlug = internalCameraVisibilityPlug->createCounterpart( "cameraVisibility", Plug::In ); addChild( cameraVisibilityPlug ); internalCameraVisibilityPlug->setInput( cameraVisibilityPlug ); // Shader node. This loads the Arnold mesh_light shader. ArnoldShaderPtr shader = new ArnoldShader( "__shader" ); shader->loadShader( "mesh_light" ); addChild( shader ); PlugPtr parametersPlug = shader->parametersPlug()->createCounterpart( "parameters", Plug::In ); addChild( parametersPlug ); for( PlugIterator srcIt( parametersPlug.get() ), dstIt( shader->parametersPlug() ); !srcIt.done(); ++srcIt, ++dstIt ) { (*dstIt)->setInput( *srcIt ); // We don't need the parameters to be dynamic, because we create the // plugs in our constructor when calling `loadShader()`. (*srcIt)->setFlags( Plug::Dynamic, false ); } // ShaderAssignment node. This assigns the mesh_light shader // to the objects chosen by the filter. ShaderAssignmentPtr shaderAssignment = new ShaderAssignment( "__shaderAssignment" ); shaderAssignment->inPlug()->setInput( attributes->outPlug() ); shaderAssignment->filterPlug()->setInput( filterPlug() ); shaderAssignment->shaderPlug()->setInput( shader->outPlug() ); addChild( shaderAssignment ); // Set node. This adds the objects into the __lights set, // so they will be output correctly to the renderer. SetPtr set = new Set( "__set" ); set->inPlug()->setInput( shaderAssignment->outPlug() ); set->filterPlug()->setInput( filterPlug() ); set->namePlug()->setValue( "__lights" ); set->modePlug()->setValue( Set::Add ); addChild( set ); // Default lights Set node. BoolPlugPtr defaultLightPlug = new BoolPlug( "defaultLight", Plug::In, true ); addChild( defaultLightPlug ); SetPtr defaultLightsSet = new Set( "__defaultLightsSet" ); defaultLightsSet->inPlug()->setInput( set->outPlug() ); defaultLightsSet->filterPlug()->setInput( filterPlug() ); defaultLightsSet->enabledPlug()->setInput( defaultLightPlug.get() ); defaultLightsSet->namePlug()->setValue( "defaultLights" ); defaultLightsSet->modePlug()->setValue( Set::Add ); addChild( defaultLightsSet ); // Switch for enabling/disabling SwitchPtr enabledSwitch = new Switch( "__switch" ); enabledSwitch->setup( inPlug() ); enabledSwitch->inPlugs()->getChild<ScenePlug>( 0 )->setInput( inPlug() ); enabledSwitch->inPlugs()->getChild<ScenePlug>( 1 )->setInput( defaultLightsSet->outPlug() ); enabledSwitch->indexPlug()->setValue( 1 ); enabledSwitch->enabledPlug()->setInput( enabledPlug() ); addChild( enabledSwitch ); outPlug()->setInput( enabledSwitch->outPlug() ); // We don't need to serialise the connection because we make // it upon construction. /// \todo Can we just do this in the SceneProcessor base class? outPlug()->setFlags( Plug::Serialisable, false ); }