doen
March 2nd, 2006, 05:55 AM
Hi there!
I've been baking my noodle about this for quite a while now. It is sort of a volumetric light kind of thing. Basicly it produces light rays emiting from a certain distance behind the point of origin (let's say you bind the origin to a tracked lightbulb) and are always oriented towards a point, which you can move around. So basicly you can control the direction of your rays.
It's still in development, so it's not really optimized yet. And also is missing some Onscreen controls for the points. There are a lot of things to be worked out still, but I wanted you guys to look at it and maybe share some ideas on how to improve it (you'd be really helpful, if you'd help me figure out how to make those darn onscreen controls).
There are quite a lot of parameters, that you can adjust:
spreadSource (X,Y) - the origin of the rays
direction (X,Y) - the direction point
spreadCenterOffset - the offset of the rays origin (this one is one of the more important ones)
spreadLum - Luminance Contrast of the rays
Color - these parameters are a bit weird. They'll probaby work right only for values larger than 1
alpha - adjusts the transparency level of the rays
oRadius - determines how long the rays will be (needs to be fixed with a softer edge)
spreadQuality - the quality of the rays... default is 1... the more the better, although slower :D
I also included a test render, where I linked the spreadSource point to a light origin (some random image). The white dot is the direction point.
Comments are welcome
I've been baking my noodle about this for quite a while now. It is sort of a volumetric light kind of thing. Basicly it produces light rays emiting from a certain distance behind the point of origin (let's say you bind the origin to a tracked lightbulb) and are always oriented towards a point, which you can move around. So basicly you can control the direction of your rays.
It's still in development, so it's not really optimized yet. And also is missing some Onscreen controls for the points. There are a lot of things to be worked out still, but I wanted you guys to look at it and maybe share some ideas on how to improve it (you'd be really helpful, if you'd help me figure out how to make those darn onscreen controls).
There are quite a lot of parameters, that you can adjust:
spreadSource (X,Y) - the origin of the rays
direction (X,Y) - the direction point
spreadCenterOffset - the offset of the rays origin (this one is one of the more important ones)
spreadLum - Luminance Contrast of the rays
Color - these parameters are a bit weird. They'll probaby work right only for values larger than 1
alpha - adjusts the transparency level of the rays
oRadius - determines how long the rays will be (needs to be fixed with a softer edge)
spreadQuality - the quality of the rays... default is 1... the more the better, although slower :D
I also included a test render, where I linked the spreadSource point to a light origin (some random image). The white dot is the direction point.
Comments are welcome