Cheers Mark,

>>

> My current problem will be the Two Gig file limit of the XP.....


> ..... RS is meant to run on heavy workstations with huge render farms,
but it's rarely used this way in practice :(
.........  a positive side on this: we poor 32bit-bums know very well how
to work efficiently and we know our workarounds ;)

Too true!!

For me, so far, I have kept "takes" well under the limit and it's just
trying to stitch the episodes together that is the problem. An "episode is
between 7 and 15 "takes". So the file size limit is not on the RS side of
things .... so far!!

But "takes" get ever more complex of course. This is a natural law of
artists and "tweaking" I think.

In addition I am rendering with compression and at less than the HDV
optimum file size. So putting together the real thing will need to be
off-site for me. Someone will need to buy into it at that point of course.

Fun.

Thanks again,
Neil.


On Thu, Jun 13, 2013 at 7:35 AM, Mark Heuymans <[email protected]> wrote:

> 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
>
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