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 > >