View Full Version : City Lights - Thanks to ColorChanger
VestanPance 05-14-2005, 07:25 PM Hey all,
Just wanted to share one way I have been using ColorChanger. It is for a quick CityLights setup.
- You can change the amount of the lights via the Filters brightness setting.
- You can change the variations of bright to dim via the Filters contrast setting.
--> Download File Here <-- (http://www.sean-paul.com/c4d/CityLights.zip)
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Venkman
05-14-2005, 09:47 PM
Thanks brao. Gotta love that color changer plug, huh?
VestanPance
05-15-2005, 05:46 AM
Oh yeah it's great. Bobtronic is my new hero. ;)
bobtronic
05-15-2005, 07:05 AM
Oh yeah it's great. Bobtronic is my new hero. ;)
:blush: you are too kind, hehe
clever thing your city lights, nice to see what other users do with my plugins:thumbsup:
Bob
FantaBurky
05-15-2005, 07:19 AM
sry if I sound too noobish, but, what does color changer actually do? Cause I've seen some stuff with it, which looks cool but never really understood where the color changer came in. Sounds really anyway, and the citylights looks great aswell. Though that can allready be done in C4D. Or is it an easier way with color changer? Anyway, nice experiment VestanPance :)
bobtronic
05-15-2005, 08:19 AM
sry if I sound too noobish, but, what does color changer actually do? ...
ColorChanger helps to add variation in materials if applied to many objects. That means
for example you have a heap of coins and want slightly changes in the color of the coins.
Normally you had to make for each coin one varying material. If you have 1000s of coins
quite a brave task. Now with Colorchanger you group all coins under a NULL or any other
obejts and apply only one material to the NULL. Load ColorChanger in the ColorChannel
of this material. ColorChanger generates a black-to-white gradient based on objects' IPs.
If you render now each object's color will look different. There is also a Color mode and
a polygon mode. experiment a bit and you will understand.
EDIT: oh, I forgot you can of course apply ColorChanger to Emitters, each partikle will
look different. Same goes for Generator objects like Array, PlaceOnPoints...
Bob
FantaBurky
05-15-2005, 11:46 AM
Kewl! I've actually been looking for solution for that for some time now! Thanks alot m8!
EDIT:
Argh, I should be more active in cgtalk :sad:
unclebob
05-15-2005, 05:43 PM
where can this plug-in be had ?
edit: never mind, if I'd just read between the lines I coulda figured it out. thanks bobtronic.
I used it just last night to creat a few thousand running lights for a cabaret scenario. Took minutes with the Dplicate command and Color Changer..
Bobtronic.. Since you have this thing going with color shaders and light (Ambiente) etc., I have a question. Is it possible to make a Material Light Shader that is applied to a surface and it emits light? I know it would be a fake and might be based on casting surface color rays and Luminance Channel info out from the polygon normal and what it hits gets the information added to its raytraced pixel. Is this anywhere near possible? With or without shadows?
Best
BT
shakes
05-16-2005, 12:24 AM
http://img95.echo.cx/img95/8287/dna1fx.jpg
your city looks great VestanPance -very effective. hope you don't mind me adding another example. It's truly a brilliant plugin Bobtronic!! you're a genius.
(*drill is not mine-from 3d cafe)
LucentDreams
05-16-2005, 01:51 AM
the city lights is a greeat idea of how to use this plugin. Have to say for such a simple shader its amazing how big of a difference this plugin can make in adding simple naturalness and subtleties to images with such ease.
bobtronic
05-16-2005, 07:00 AM
thanks agian guys. keep the pics comiong.
Bobtronic.. Since you have this thing going with color shaders and light (Ambiente) etc., I have a question. Is it possible to make a Material Light Shader that is applied to a surface and it emits light? I know it would be a fake and might be based on casting surface color rays and Luminance Channel info out from the polygon normal and what it hits gets the information added to its raytraced pixel. Is this anywhere near possible? With or without shadows?
Actually that is something similar I am working on. I plan to release a bent normal GI shader. Here a little testrender:
http://www.bobtronic.de/files/plugins/R8/bent_normal_gi.jpg
Bob
Very nice Bobtronic. Not radiosity I presume? Can you do a test render of a neon sign (Bobtronics Cool Plugs;)) in a winding script style on a wall? I would have dozens of uses for such a shader.
Best
BT
bobtronic
05-16-2005, 01:57 PM
Very nice Bobtronic. Not radiosity I presume? Can you do a test render of a neon sign (Bobtronics Cool Plugs;)) in a winding script style on a wall? I would have dozens of uses for such a shader.
Best
BT
no, not radiosity, it's bent normal ambient occlusion.
as for neonlights you could try with Ambiente, look at attachment. I simply put Ambient
in a Colorizer shader and attached it to the plane behind the neonlightsign. Don't know
if this is the effect you are after.
Bob
That is one of the effects. Thanks for the tip on that.. So..is Ambiente a Light Shader then when used like this? Would you be able to light up a room with say a circular neon fixture without the addition of any virtual lights?
best
BT
bobtronic
05-16-2005, 03:32 PM
Would you be able to light up a room with say a circular neon fixture without the addition of any virtual lights?
no, but I consider to add this feature, shouldn't be too hard.
Bob
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