PDA

View Full Version : Vegas Neon Lights


quabulation
06-10-2009, 02:54 PM
Hello,

I'm working on a shot of flowing neon lights. Here is an example of what I am trying to achieve

http://www.youtube.com/watch?v=DXWdOpLJYBI&feature=fvw

I don't know where to start as to achieve the look of the lights flowing along a path. Here is the lights that I'm trying to make flow along a path.

http://i158.photobucket.com/albums/t85/Iminshull/NeonSign.jpg

-one idea is to KEY them individually on and off which I'm trying to avoid.

-the other way I was trying was using the Surface Luminance node to have the lights come on as a light on a path passes over them. But this didnt achieve the look I need.

Any thoughts or ideas on techniques I should try would be greatly appreciated.

quabulation
06-10-2009, 04:37 PM
so I ended up just keying the lights on and off. with a cycle on the curves. I don't know how they did this using so many lights. But for my purpose keying it works just fine.

mister3d
06-10-2009, 05:47 PM
Maybe you could try animated mapping of self-illumination. I remember there was a tutorial about animating neon lights, and I guess it was done with a controller like on/off. Try better ask in animation section, as it's more of amination task.
In this video they could use bitmap animation, i.e several frames were made in photoshop and animated.

noouch
06-11-2009, 12:58 PM
Maybe you could try animated mapping of self-illumination. I remember there was a tutorial about animating neon lights, and I guess it was done with a controller like on/off. Try better ask in animation section, as it's more of amination task.
In this video they could use bitmap animation, i.e several frames were made in photoshop and animated.
One little trick you can use to make it easier is to create a planar UV map across the front of the lights, and then scale the individual lights in the UV map to occupy an infinitely small space so all points in a lightbulb are recieving the same pixel of a texture at once.

quabulation
06-11-2009, 05:54 PM
wow thank you so much! I dont know why I didn't think about having an animated texture for the lights as a whole. That is much easier than having to deal with the curves of so many individual lights. I remember seeing a tutorial for footprints in the snow using an animated texture as a displacment map. I am going to go back and try this one again.

Dude noouch! I'm so used to flattening out my UV's and making perfect UV maps that I never even considered having UV's occupy a single space for a uniform texture. That will make animating these textures that much easier.

I'll be sure to post some results of all the things ive been trying. But the animated textures is the way to go.

thanks!

CGNitro
06-12-2009, 05:58 AM
u can try to animate the intensity or on off check box or illuminate by default for all the lights at time and then shift the curves in the curve editor for a set of lights in a sequence,

or have a set of lights go from full intensity to no intensity and adjust the timing of each light in curve editor so that it forms a complete cycle ie., by the time last light goes off the first light is back to on, make a group of these lights and duplicate the group.

if u know mel or expression u can try to assign a sine function to the light intensity with gradual shift in time from one light to next light..

the first clip in showreel might resemble what u r looking for.

http://www.vimeo.com/3539149 (http://forums.cgsociety.org/javascript:void(0);)
http://www.vimeo.com/3788688 (http://forums.cgsociety.org/javascript:void(0);)

CGTalk Moderation
06-12-2009, 05:58 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.