Thanks Andrew, Timo and Stefan,
 
I have not yet had a chance to try the options you folk have spoken of.
 
The immediate need was for an object group that was white but did not show as white as I wished. The "Unshaded" material was too extreme. I thought if I created either a light source that affected only the object then I could ramp up the values very selectively ... or if I ended up with an object that added the light from a light source that maybe affected all other objects but could do so at twice or three times the amount then that might also work.
 
I tried the Light_sensitivity material but failed to either exclude the light source from other objects or show far more light to the selected object and it was then that I noticed the options for light sensitivity within the object's colour properties being over-written to the default colour options.
 
At least this over-writing thing I felt I should bring to the attention of the List.
 
My options then for my object seemed to be very local spotlights until I noticed that the aluminium material that I had tweaked was doing a great job of seeming to have lighter values so I applied that to the white object and more or less achieved a useful result that I feel I can take to print.
 
But some time back when I first tried the light-sens matetrial after Arjo had posted a request for something in this line ... at that time I was very impressed with results. Garry went further in the tut at the wiki ... however, this time around ... it doesnt seem to be working for me.
 
As I said, i will try the various options and when I find my favourite from them I will post my conclusions. Right now I have "clients' but also it's right in the middle of studio construction although I expect that to be completed to this second stage end of next week.
 
Thanks again, will be in touch with my findings,
 
Neil Cooke
 
 
----- Original Message -----
From: Beg-inner
Sent: Wednesday, May 17, 2006 12:16 PM
Subject: Re: Light Sensitivity - going wrong

Hi Neil..
 
What do you compare to when you say nothing changed ?
Do you mean that applying LightSens material dont work?
 
What do you want do you want to happen?
 
It works perfectly here on Win .70 version.. (Do you have windows version, like me?)
 
After applying the light sensitive shader to the Light.. like this
Level
     Light Point
     LightSensitiveControlShader
 
the sphere and every object that has the 'Light Sensitivity' = 0 will not be lit (or only by Cam Flashlight, if that is on)
 
Now you have several options..
You can select the object(s) that you want to be affected by that lightsource and set the 'Light Sensitivity' channel for it(them), the higher you set this value the more lit this(these) object(s) will be.
If set to 1, this means it will then be lit exactly the same as with the lightsource (and no other light sources in the scene..)
(can even be set to more than 1 !, then it will be lit more, it works like a multifier..!)
(So If 'Intensity' = 1 of the lightsource, and 'Light Sensitivity' = 1, then setting the *Light Sensitivity' = 2, this lits the Sphere the same as if you Delete or make the 'LightSensitivtyControlShader' RT-Inv and then set the 'Intensity' = 2 for the Lightsource..
You even can set negative values.. ! (cool for special purposes..)
 
You can also have copies of the Shader and have equally many Channels..
in this way you can group lightsource in the way you want, for them to affect needed objects in certain ways...
 
I also use 'Local' falloff settings on many of my lights..
 
The thing that 'Color' channel becomes selected...
This happens every time that you close the 'Properties' Window and open it again..
Or if you just opens a new one..
Ïts nothing wrong, even though I would like it to remember last selected channel..!
You just have to click and reselect the needed channel, in this case the 'Light Sensitivity' one.. and you see that it holds the correct value that you set for it...!
Or at least it should, and it does it here...
 
Another thing you might test, is to create a new channel, and change in the Light Sens shader to use that instead...
Or it can be as with some materials, that it is set to the wrong 'Source'
Check if that its like this..
Light:Illumination*=Copy(Target:Light Sensitivity)
(So that its not set to (Light:Light Sensitivity)
 
Hope some of this can be of help...
 
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
Oooops ... forgot to mention ... running this on RS ver 05.01.64 which is in between 5.1, SP2 and the latest SP3 beta as I understand things.
 
Neil Cooke
Hi List,
 
What am I doing wrong please ....
 
1. create sphere - analytic.
 
2. create light point
 
3. drop LightSensitivity material from the library into the light point.
 
4. adjust sphere properties .... color/set surface properties attribute to light sensitivity and change the value from 0.000 to 1.000
 
5. Ray trace ... no change (as compared to a control set also created but not mentioned above.)
 
6. Re-open properties for sphere and find the light sensitivity option in surface attributes has been re-set to color.
 
..... so, not only no change but the values are being over-written.
 
???
 
Thanks
 
Neil Cooke

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