Re: exclude or include lightsources for objects

2006-02-02 Thread studio
 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

2006-02-02 Thread studio
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) .
 
 
 
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RE: exclude or include lightsources for objects

2006-02-01 Thread Karl.Ruben.Pettersen

   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...


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Re: exclude or include lightsources for objects

2006-01-31 Thread studio
 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 -
  
 
 
 
 
 
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Re: exclude or include lightsources for objects

2006-01-31 Thread Neil Cooke

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

2006-01-30 Thread Karl.Ruben.Pettersen

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.




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RE: exclude or include lightsources for objects

2006-01-30 Thread Arjo Rozendaal
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

2006-01-30 Thread Boris Jahn
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

2006-01-30 Thread Neil Cooke

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

2006-01-30 Thread Matthias Kappenberg
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

2006-01-30 Thread Arjo Rozendaal
Thanks everybody,

It's working perfectly now.

Arjo.