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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