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
> 
>

Reply via email to