Assemblies are useful for creating combinations of geometry and light objects that act as lighting fixtures.
You use them to represent the housing of a lamp and its light source or sources. You can use assemblies to represent lighting fixtures such as simple desk lamps, lighting strips, track systems, wall sconces with fluorescent or incandescent lights, chandelier systems, line voltage cable systems, and so on.
When you create light assemblies, first you create your objects and build a hierarchy, then set joint parameters and assign inverse kinematics (IK) . As a final step, you assemble the object hierarchy. The lights you use in the assembly have light-multiplier and filter color controls. You wire the Dimmer and Filter Color parameters of the Luminaire helper object to the parameters of the light sources that are members of the light assembly.
In order to wire the Luminaire controls to the light parameters, you must first open the assembly. Then, after wiring, you close it.
Showing posts with label synapses. Show all posts
Showing posts with label synapses. Show all posts
Friday, 16 May 2008
Thursday, 15 May 2008
tunnel scene - a test
I spent the whole day making tests for the pursiut of the two characters in the tunnel... but obviously too much motion blur... The textures are also not the final ones. I just took the texture from the synapses and copied it to the tunnel...
Synapses - a render time test
Modeling:Very basic, bacause its a background item. So Its a hexagon extruded along a spline. The top polies are extruded and scaled manually to get the supper shape.
First I had some problems with smooting because its so low poly modelling. I tried the smooth modifier but somehow it didn't work for me so I found in the poly sub selection group of the object also the smoothing group panel and was able to assign them propperly.
But I found something even better! In the Subdivision Surface Panel in the top- or polyoutroll there is "Use NURMS Subdivision" I set the render iterations to "2" and left the display iterations at "0" for faster display.
To test if the nurms don't take to long to render (as turbosmooth would do) I just made 1000ish copies of the synapse modell, threw a middle complex texture on it (standart OrenNayarBlinn, with falloff to 40 and Index of refraction at 1.3 in the ext. Parameters rollout - all other numbers stay as they are...) and hit the render button.
And it took only 16sec!
HELP! Did I change to a NERD allready or is it normal to think about things like this?
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