CompuServe Thread

#Lights Types?

8 messages in this thread
#3583From: LEXICOR SOFTWAREJan 28, 1995 5:41 AM
To ALL OK I am trying to figure out the lights now? I understand I am to make a point, then select a light but I can figure out how to set the "Type" of light. I selected the "T" and added a point in the channel, I can move it up and down, and even make a spline in the channel, but I fon't see a light cone appear, nor can i understand how to set the number of the light type eg….. 6=spot. I tried typing 6, sliding the point until it was at 6 and space bar stuff but I see no indications of the light changing…… Any one want to tell me what I am missing? Lee
#3584From: Michael S. FlynnJan 28, 1995 10:13 AM
Lee, There is an icon in the menu bar of a bulb with 2 lines angling upward. Click on that and then the light cones should appear on screen. Michael S. Flynn
#3597From: LEXICOR SOFTWAREJan 29, 1995 1:25 AM
I found that, But How do your set the numerical value that controles which kind of light you will get? lee
#3601From: Michael S. FlynnJan 29, 1995 4:10 AM
Lee, First, click on the light that you want to channel, then chose "Light" from the "Channel" menu. The box above the 9 letter selections is used to display a default number for the function of each of the nine keys, ands displays this number as soon as you select one. In the case of choosing a type of light, click on "T" and the default of "8" will appear in the top box. You can change this if you want, but for light tyoe, it is better left at 8 or 7. The number represents the highest/lowest vertical posistion for a point in the window. There are only 8 light types so typing a higher value for "type" would be useless, and typing a lower value would limit you. I haven't figured out what the "m" and "b" are that are above the 2 bottom boxes, so I ignore them. As for the two bottom boxes, the upper one is where you type in the frame number you want a point to be at, and the lower one is where you type in a number from 0 to +/- the number in the top box, which for "type" is set at "8". So after clicking "T" for "type", press "A" on the keyboard to add a point to the window. You can then position it with the mouse, and as you move it up and down you will see the numbers in the bottom most box change to +/- values. If you have only 1 point in the window, you can't drag it to the right, and in most cases when selecting light type, you don't need more than 1 point anyway, assuming that you want the type to be constant all the way through. Now you have 1 point in the window, and you can go to the lower of the 2 bottom boxes and type in a number from 0-7. Now you have a light of the type specified by the number in the lower of the 2 bottom boxes, at the frame specified by the number in the upper of the 2 bottom boxes, in this case, 1. That's all there is to it. I haven't tried anything yet like having a bulb go from no shadows to shadows, or a sun go to a spot, but they are on my list of things to do when I feel like goofing off. I doubt if it will work since there isn't any documentation that says you can have floats instead of integers in selecting a light type, but I'm going to have to try anyway, just to see what happens. Michael S. Flynn
#3611From: Chris DukeJan 29, 1995 4:17 PM
Michael, >>I haven't figured out what the "m" and "b" are that are above the 2 >>bottom boxes, so I ignore them. They stand for Magnitude and Bias. In other words they help you determine how a spline will pass through a control point. BTW, What was the rendering time for the A-wings (mins and seconds) ? And where did you get the star field image in the background ? Thanks, Chris
#3619From: Michael S. FlynnJan 30, 1995 6:01 AM
Chris, (ala Homer – DOH!) That should have been obvious. The A-Wings rendered in 2 hours 43 min. That may seem excessive, but they are so detailed that 16meg RAM wasn't enough to render two of them in one scene, so I had to use 36000 in the Prefs memory. And that still wasn't enough as you can see by looking at the lower A-wing; the image map on the hump behind the cockpit did not fully render leaving an angled edge. Increasing the Prefs memory setting past 36000 resulted in AM locking up 1/2-3/4 of the way through rendering. It is becoming increasingly clear that if I am going to keep producing models at this level of detail or higher, that I am going to need at least 64-128meg of RAM. The star field backgrounds I use are montages of graphics that come with astronomy programs that have been converted to the .TGA format and then, in most cases, heavily image edited. For instance, most nebula are almost always in the colors red-orange, but I prefer greens, blues and magentas, so I break images up into RGB componets and cut them paste them differently – like to begin by changing the overall red to more of a blue-magenta, I copy the blue channel to red, and vice versa. I have a number of graphics of nebula, about 20 different galaxies, and a dozen or so star fields, and I cut and paste pieces of each to create my backgrounds. Michael S. Flynn
#3656From: Chris DukeJan 30, 1995 10:35 PM
Michael, >> The A-Wings rendered in 2 hours 43 min. That may seem excessive, but >>they are so detailed that 16meg RAM wasn't enough to render two of them >>in one scene, How about rendering the two separately and then compositing the two later, provided one doesn't fall into the shadow of the other. As detailed as the models are they don't look like they would bring 16megs to its knees all by their lonesome. Are you using many memory hungry decals ? I was also wondering what if any success you have had with creating a convincing engine glow. I'm thinking of something along the lines of a bright ball of light similar to what you would see on B5. I look forward to your next image, Chris
#3662From: Michael S. FlynnJan 31, 1995 2:18 AM
Chris, There is one 300k decal used in about 3-4 places, and 11 different 10-30k decals used in a number of places. So there are about 20-30 decals pasted on. I think it would be pointless to try and create an engine glow with AM; it would involve some creative mapping, and I don't it could be done with any success in 3D. We'll either have to do it manually, or wait for Hash to add "Glow" as an effect. Michael S. Flynn