Re: exclude or include lightsources for objects
I don't know why this statement 1 causes any confusion. Other values than 1 make the lightsource stronger or weaker than the original value. Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org - Hi Boris : Please forgive my heavy editing of your reply . This thread is getting long already , but hopefully has some use . Boris , great job of telling us about this 'LS' shader , it was not in my default startup , and even if it was I wouldn't know what to do with it anyway . Please take what I said about the confusion issue with a grain of salt . What I was really trying to do was draw attention to how information is bandied about on this list like golf balls on a driv- ing range . You said set the value to '1' . That is not 100% correct , is it ? In the computer world , '0' is off , '1' is on . When I personally first read your post I thought we only had a choice of 'on' or 'off' , but obviously that is not the case , as I said and you have re-stated . It's no big deal , and was just an opportunity for me to point out how difficult it can be for newbie's to learn sometimes . Same with Matthias adding a non-existent shader to the 'root' of his example project . It's no big deal , it's just wrong , is all grin . studio www.niagara.com/~studio www.studiodynamics.net
Re: exclude or include lightsources for objects
Hi Matthias : Thanks for this awesome shader and example project . It is over my head right now , but I do understand the reason you created it , and will master it shortly , and then make a little tutorial on how others can easily modify many lights in a scene . As a sidenote , my tests show that we do not need to create a Lightsensitivity channel to use that 'LS' shader , but just need to apply that shader to the light in question , so is an easy way to adjust lighting for objects affected by that part- icular light , as was Arjo's situation . Your advanced project has that 'LS' shader added to the 'Root' of your example project for some reason , and if you explained why so above , I'm sorry , but I still do not under- stand why you added it there . Anyway , give me some time to get caught up on things and I will explore and then share my trip through hell ... err , I mean , my delightful time working with this new and wonderful material you have created (just kidding) . Porsche should be arriving in your driveway any time now . studio www.niagara.com/~studio www.studiodynamics.net Hi Garry, to the Light Sensitivity channel hint, this was only for users who have cleaned up the channels tab, and get an error with the shader, after copying it into another scene. Or people who have loaded a scene without the Light Sensitivity channel and Replace all in the Load file Window switched on. (Then you can run into trouble, if you assign the missing channels by hand, because you don't know what kind of channel it was: color, float or vector.) In the last attched file I've renamed the channels to avoid conflicts with the RS-Tutor files, not to confuse people. Why this shader? Well, my idea was: A scene with lights in different levels and an easy solution to control them. If the shader is attched you can easily switch on/off or dim the lights where the shader is attached, without going trough the levels and modify each light. Think about the following (ok, I'm confusing now): You've imported 40 lights with Timos's great lightgen-script, a corner is too dark illuminated by 10 lights, each light has by default the intensity 1 or whatever, but you've modified the Intensity for some lights, then you only need to drop them into a level and assign the shader to adjust the overall intensity or switch them all on/off without selecting them or any other modification of the scene, and this on a per object base. I found this an interesting solution for the: Exclude or include lightsources for objects Topic. I'll redo it with color-channels to dim the lights with color-dim and a explanation. It was a little bit a quick solution and was not made to confuse people. Matthias BTW: Many thanks for the most confusing project file ever sent to this list title :-) Have I won a Maserati (a Porsche 356b is ok, too) Let's start out by giving thanks to Matthias for the most con- fusing project file ever sent to this list . It's an awesome att- empt at showcasing this new shader , but the root contains the 'light sensitivity shader' (for some unknown reason) yet no such shader is even in his RS project file ??? Never mind , my goal for tomorrow is to study that project file and then create a nice little tutorial so that future RS users can easily see and understand the very cool looking trick Matthias has constructed for us (oh , by the way , thanks Matthias grin ) . By the way #2, contrary to what Matthias said last night ,you do not need to Make sure that you have a float channel which is named exactly 'Light Sensitivity' in your channel tab . All that is required , as Boris has stated , is to load the 'Light Sensitivity' shader into your Materials Tab , select your light source (not the root as Matthias does in his example project) then simply 'drag and drop' that LS shader into the RS Viewport Window . Now ... contrary to the confusion Boris unfolds above , the selected objects do not have to be set to 1 in order to be affected . They can be set to 1 or .5 or 1.5 or 5.1 . That's the beauty of this simple new shader ! (stay tuned for a simple tutorial demonstrating the options) . OK , who else can I attack here ? How about RS for not drawing our attention to this amazing shader in the first place ? Vesa say's to Juha Hey , let's give them every single tool known to mankind (at a very cheap price-point) ... then sit back and watch them bang their heads against the wall trying to figure them all out (ha ha ha) . -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.371 / Virus Database: 267.14.25/247 - Release Date: 1/31/2006
RE: exclude or include lightsources for objects
OK , who else can I attack here ? How about RS for not drawing our attention to this amazing shader in the first place ? Vesa say's to Juha Hey , let's give them every single tool known to mankind (at a very cheap price-point) How about yourself for not reading the manual? :-) Very much the same thing I guess. http://www.phnet.fi/public/realsoft/material/vsl/illumination.html Look under the gamma stuff... This e-mail and any attachment are confidential and may be privileged or otherwise protected from disclosure. It is solely intended for the person(s) named above. If you are not the intended recipient, any reading, use, disclosure, copying or distribution of all or parts of this e-mail or associated attachments is strictly prohibited. If you are not an intended recipient, please notify the sender immediately by replying to this message or by telephone and delete this e-mail and any attachments permanently from your system.
Re: exclude or include lightsources for objects
The lightsensitive shader adds the possibility to dim the lights . Make sure that you have a float channel which is named exactly Light Sensitivity in your channel tab. Thank you : What an excellent opportunity you guys have pro- vided for one to step in and say What . Great that we have encountered yet another situa- tion where we can utilize the advanced tools of RS , but the solution from Boris and Matthias totally lost me . Was that 2 different solutions ? Or one solution , with a twist . Then , as if that wasn't confusing enough , we have a link to parts of Tim B.'s expl- anation about something similiar (I guess?) . Think about it ... if an ancient user like myself can not follow along with what you guys are yammer- ing about , how do you expect newcommers to Realsoft 3D to learn anything ? We keep on saying ... RS is an extremely capable 3D application , but can also be a steep learning curve . This thread is an good example of how hard it can be to try and grasp a new procedure . So , anyway , who had the solution ? Boris ? Matt- hias ? Boris with Matthias's help ? Boris with Tim's tutorial and then adding Boris's suggestions later ? How much does Maya cost now ? studio www.niagara.com/~studio www.studiodynamics.net The lightsensitive shader adds the possibility to dim the lights Make sure that you have a float channel which is named exactly Light Sensitivity in your channel tab. Matthias there is the lightsensitivity shader in the RS' materials in misc. You have to apply this shader to the certain lightsource. For the objects that should be influenced by this lightsource set the value for the lightsensitivity channel in properties col-Attribute-lightsensitivity to 1. -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org - -- Internal Virus Database is out-of-date. Checked by AVG Free Edition. Version: 7.1.371 / Virus Database: 267.14.9/183 - Release Date: 12/29/2005
Re: exclude or include lightsources for objects
and yet you responded .. learn to read. - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Wednesday, February 01, 2006 5:43 PM Subject: Re: exclude or include lightsources for objects Garry must be back. Flaunting yet again his inability to solve the most simple of instruction sets. I mean, how come no one else failed to understand the thread to help Arjo? When's your nest trip away Garry? Neil Cooke much too bizarre a post to even respond to ... studio www.niagara.com/~studio www.studiodynamics.net
RE: exclude or include lightsources for objects
Hi I usually do light exclusion/inclusion lists by material and user channels. I.e. in a material mapped to the light: Shader Light Properties If (Userfloatchannel_name) 0.5 Then Light Color = Black Then create a material that assigns Userfloatchannel_name 1 globally to all objects you need affected by the light. You _can_ assign this Userfloatchannel_name directly in object properties, but it's both messy and buggy to deal with. I'd stay with mapping the property if possible. ...Or thereabouts. The idea is good, but I'm not sure if this will work as I can't test right now. Give it a try. 3DS Max method is a lot better, but less flexible (as always). Karl -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Arjo Rozendaal Sent: Monday, January 30, 2006 9:23 AM To: Reallist Subject: exclude or include lightsources for objects Hi, Is there any possibility to link a lightsource to a single object? I mean, I have a scene with several objects and lightsources but there's one lightsource that should only influence a certain group of objects. The rest of the scene should be excluded. Arjo. This e-mail and any attachment are confidential and may be privileged or otherwise protected from disclosure. It is solely intended for the person(s) named above. If you are not the intended recipient, any reading, use, disclosure, copying or distribution of all or parts of this e-mail or associated attachments is strictly prohibited. If you are not an intended recipient, please notify the sender immediately by replying to this message or by telephone and delete this e-mail and any attachments permanently from your system.
RE: exclude or include lightsources for objects
Hi Neil, Yes I would like to receive that article if possible. I didn't have much time yet today, only gave a short try on Frank's suggestion without 'instant' luck ;). I could use some more info to get me in the right direction. Thanks, Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Neil Cooke Sent: maandag 30 januari 2006 13:57 To: user-list@light.realsoft3d.com Subject: Re: exclude or include lightsources for objects Hi Arjo, Your questions seems similar to the one asked by Stefan in 3DWorld Mag and answered by Tim Borgman. Stefan wanted to exclude some reflections but not others from selected objects. I have not worked with it at this time. Let me know if you want me to post the article. Neil Cooke - Original Message - From: Arjo Rozendaal [EMAIL PROTECTED] To: Reallist user-list@light.realsoft3d.com Sent: Monday, January 30, 2006 9:22 PM Subject: exclude or include lightsources for objects Hi, Is there any possibility to link a lightsource to a single object? I mean, I have a scene with several objects and lightsources but there's one lightsource that should only influence a certain group of objects. The rest of the scene should be excluded. Arjo.
Re: exclude or include lightsources for objects
Hi Arjo, Is there any possibility to link a lightsource to a single object? I mean, I have a scene with several objects and lightsources but there's one lightsource that should only influence a certain group of objects. The rest of the scene should be excluded. there is the lightsensitivity shader in the RS' materials in misc. You have to apply this shader to the certain lightsource. For the objects that should be influenced by this lightsource set the value for the lightsensitivity channel in properties col-Attribute-lightsensitivity to 1. -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org -
Re: exclude or include lightsources for objects
Posted at: http://www.neico.co.nz/3d/RS3DReflectionExclusion.html Neil Cooke - Original Message - From: Arjo Rozendaal [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, January 31, 2006 2:19 AM Subject: RE: exclude or include lightsources for objects Hi Neil, Yes I would like to receive that article if possible. I didn't have much time yet today, only gave a short try on Frank's suggestion without 'instant' luck ;). I could use some more info to get me in the right direction. Thanks, Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Neil Cooke Sent: maandag 30 januari 2006 13:57 To: user-list@light.realsoft3d.com Subject: Re: exclude or include lightsources for objects Hi Arjo, Your questions seems similar to the one asked by Stefan in 3DWorld Mag and answered by Tim Borgman. Stefan wanted to exclude some reflections but not others from selected objects. I have not worked with it at this time. Let me know if you want me to post the article. Neil Cooke - Original Message - From: Arjo Rozendaal [EMAIL PROTECTED] To: Reallist user-list@light.realsoft3d.com Sent: Monday, January 30, 2006 9:22 PM Subject: exclude or include lightsources for objects Hi, Is there any possibility to link a lightsource to a single object? I mean, I have a scene with several objects and lightsources but there's one lightsource that should only influence a certain group of objects. The rest of the scene should be excluded. Arjo.
Re: exclude or include lightsources for objects
The lightsensitive shader adds the possibility to dim the lights Make sure that you have a float channel which is named exactly Light Sensitivity in your channel tab. Matthias there is the lightsensitivity shader in the RS' materials in misc. You have to apply this shader to the certain lightsource. For the objects that should be influenced by this lightsource set the value for the lightsensitivity channel in properties col-Attribute-lightsensitivity to 1. -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org -
RE: exclude or include lightsources for objects
Thanks everybody, It's working perfectly now. Arjo.