On 11-6-2013 22:52, Neil Cooke wrote:
Hi again List, Mark ...>Animating a material, you could affect a whole bunch of objects at once Yes, this was the objective for flashing lights.For example - I have twelve separately animated objects but they each have a flashing light on their heads. If I have to change the timing of the whole action, but leave the timing of the flashes as they were, I need to reach into each object and tweak the flash chor timeline back to what it was after changing the overall timing of the twelve objects.I thought a material should be easy to create in VSL.I cant use a fade based material or a clip based material, which are very easy to programme on/off as booleans in the chor window, because these do not affect the flashing light source. Objects appear and disappear but the light from any light source object does not.It is seldom a problem for me for many reasons. One being that a shifted frequency of flashing lights is not usually much and is not going to be noticed between "takes". Also I seldom have several, separately animated sources that require synchronising.
Hi Neil,This is a complicated problem that pops up because of a combination of factors, aaargh! If only Fade would also fade light intensity it would be simple... (except that partly Faded objects can be very slow to render if they are self-shadowing)
I had a crazy idea... make a tiny sphere around the lightsource, make it camera-invisible, give it a material with a Surface Filtering shader.
See attachment, V6.1 project with only objects, materials and animation.The Surface Filtering shader affects shadow casting properties. If you animate Filter:Transparency, it seems as if the lightsource is changing its intensity. BUT: this only works if the light source casts shadows, and the light source must fit inside the sphere, in practice they have to be point sources. The dummy spheres must be tiny because although they are camera-invisible, they still cast shadows from other lights. And (the list goes on) post processing effects like lens flares probably no longer work... haven't checked this.
I just thought it might be easy and I'm really just being lazy since it's easy enough to create one choreography sequence and assign it to each object's lights then go into the chor window, find each object, find that flasher timeline and tweak them all at once.It is not stopping me in the big project. I think I'm almost finished the first sketch for the whole story. Probably an hour screentime. My current problem will be the Two Gig file limit of the XP I'm using but I can load Win7 and beat that I think. Anyway, sketch almost done and a ton of work to follow. Fun!!
Same stupid 32-bit situation here :(I had the opportunity to work a few times with RS on a 64-bit workstation with 12 GB of RAM and it's a totally different story, especially with scenes that contain many trees. RS is meant to run on heavy workstations with huge render farms, but it's rarely used this way in practice :(
Yet, there is a positive side on this: we poor 32bit-bums know very well how to work efficiently and we know our workarounds ;)
The bonus is that I am getting so slick at some of my work procedures. Thanks for looking at it! Neil.
Good to hear! And good luck with this massive project, -Mark H
VSLclipmateriallight1.r3d
Description: Binary data
_______________________________________________ User-list mailing list [email protected] http://realsoft.com/mailman/listinfo/user-list_realsoft.com
