![]() Multiply planes as many times as you need. Make this plane rotate in such a way it always point toward camera. use ray-cast from object toward camera to see if there is collision or not (if there is collision ray-cast will return value between 0.distance(item-info>world position, camera item-info>world position)) In nodal network disable image if object in the center ("light source") is not visible from camera i.e. Make nodal network to change frame number in image sequence depending on distance from camera. Use pre-rendered image sequence as source of image for it. 4096x4096.Īnimate camera movement: distance between camera and light source, from e.g. Set camera width and height to the same value e.g. Procedure of baking it to image or image-sequence would be like:Īdd light in the center of render, enable lens flares, (Yeah, LW implementation of LF is poor, but it is not purpose or subject of this thread!) Which is simply glow effect - light source becomes visible. So, what I meant by "Lens Flares", I meant "LW Lens Flares which you control inside of Light Properties panel after pressing Lens Flare Options". (I don't have here anything else installed) (I remember to have "normal" lens flares on some older LWs) I can't get such ^^^^ effect in (native) LW 2020.0.2 ATM. Not about "LightWave implementation" of the feature. Without this option they have the same power regardless of distance to the camera. flares which are further from the camera are less intense than the one which are closer to the camera. "Fade Behind Objects" turned off, is exactly why they emit light regardless of geometry (floor and walls). it all depends on camera and light placement.Īctually they did exactly what you told them to do. If enveloping Flare Intensity is not broken in the version of LW that you're using, you will need precise measurement of the frame for each pair of lights. Otherwise you will have below 0% and more than 100%! 0 frame 0%, 100 frame 0% (so there is straight line in envelope editor), and 101 frame 100%. I managed to stop them shining through walls by simply enveloping Flare Intensity parameter on lights. Never happened before that compressed and corrected files with a size of 5 mb after reducing them was neglected. I started to delete stuff until almost anything was left and had to rebuild the tunnel in the most simple way to get through with my compressed file. [Yeah, unfortunatelly I had to remove almost everything in the original scene and build a new one since this forum did not accept the original file by its size. Maybe you deleted way too much to help you.) (You deleted lights in the example scene? in OP there are Point (17) and Point (26). From what I see Lens Flare is enabled only on Point (1) to Point (6). ![]()
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