Effects


Sections

  • Fog
  • Glows
  • Lens Flares
  • Lighting
  • Particles
  • Radiosity
  • Weathering
    Fog

    Fog


    1. What's a good way to get nice haze that creates the feeling of depth?
    2. How do you set the fog values in the camera?

    What's a good way to get nice haze that creates the feeling of depth?

    The fastest way to get good atmospheric haze is to use simple camera fog, and squash your sky dome on the Y-axis so that the fog appears to diminish with altitude.

    - Brian "balistic" Prince


    Last night I made a chor for a cathedral I'm working on and I could not set the fog value in the camera. I can enter a number but when I hit enter or tab the value resets to zero. Is fog broken in beta15 or is something else keeping this from working? I've used fog quite a bit in the past and never had any problems.

    I did try creating a new camera and setting that but it didn't help. Also, if I modified the Fog value of the camera under objects (not the shortcut in the chor) the value would always change to something else and the shortcut would not update.

    Any ideas?

    The Fog Distance in 6.1 is changing to Fog Start and Fog End. The fog start is a distance from the camera where the effect of the fog starts, it used to start from the camera. Fog end is what Fog Distance was, the point where objects in the scene are obscured by the fog. The camera properties panel does not yet reflect these changes, but you can change them in the camera channels. Make sure you turn on Fog Start/Fog End in the camera channel properties. The other new feature is that the fog start and fog end will show up as lines in the camera cone in the Chor. The use the color of the background, which defaults to black. If you change the channel values over time, you will see that affect the fog lines in the chor. It's a pretty cool feature.

     \_       -Ken Baer.  Director Mac Product Development, Hash Inc.
    <[_] Usenet: baer@hash.com="#" \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford! 


    Glows

    Glows



    1. How would I go about greating the cool engine glows as seen in some of Christian Cox's spaceships?
    2. I was hoping to have an object glow while inside another.
    3. Is there a way to animate glows?
    4. How do I get the Glow feature to work?
    5. Is there a trick to getting a really strong glow?

    How would I go about greating the cool engine glows as seen in some of Christian Cox's spaceships?

    I use a material with glowing edges, then add a lens flare, it takes some time to get right. Also, add a lot of glow on the spheres with the material. This should do the trick, just practice it, and you will become a master. Thanks, back to work for me, yipee!

    -Christian Cox


    I was hoping to have an object glow while inside another, transparent, object. Sorta like glowing ball inside a glass. I can't seem to get it to work, is it even possible?

    And - is it possible to change the size, or amount of glow?

    Well you just model the two objects and line them up, make the ball a named group called glowball or something, and the glass a named group named glass. Then you apply a glass material to the glass group and a glowing material to glowball, ambience is the property which controls how much glow.

    Matt Andersen


    Is there a way to animate glows?

    Make a material that animates the ambiance value.

    Jeff Paries.


    How do I get the Glow feature to work?

    For those of you who are having trouble getting the Glow feature to work, make sure you crank up the ambiance setting for the object.


    Is there a trick to getting a really strong glow? I have a light colored, thin object (a lighnting bolt) with 100% ambience against black, but the glow is less than satisfactory. Any secrets?

    Try increasing the specularity.

    Also, are you using a material with a glow or using color on your object? I have found that using glow on a group or object level works better than using a material.

    -Dale A. Carman

    You may also want to consider using several hierarchical volumetric bulb type lights for the glow....

    If nothing else, it'll give you more control over the effect....

    -Jeff P., Hash Inc.

    A very good idea. Plus, it gives me the ability to move them along the lightning, like energy bubbles inside...

    -mike

    I haven't worked with it that much yet but I understand if you use a dust material with no turbulence and glow settings (high ambience and low specularity) you can get a much bigger glow effect on an object. Glow doesn't expand outward from the object that much.

    -Tim Elston


    Lens Flares

    Lens Flares


    1. How do I view changes to the flare in real time?
    2. Has anyone got lens flares to work?

    How do I view changes to the flare in real time?

    For those of you playing with the Lens Flares in the 6.10 beta version, double clicking a Light Object will open a light preview window that shows changes to the flare in real time.

    Jeff Paries


    Has anyone gotten Lense flares working?

    Are you rendering the "lens flare" from the camera view? 1 on the numeric keypad, ya gotta have a camera to have a lens flare....

    Also remember you can double click on the light object on the PWS to see the flare in realtime, that way you can see how the different tab settings are effecting the flare as you change them.

    Jeff C.


    Lighting

    Lighting


    What's New...


    1. Can I copy a lighting rig from one choreography to another
    2. What does "Export Lighting Maps" do?
    3. Can someone explain lighting to me on a more 'holistic' level?
    4. What does 'basic 3-light setup' mean?
    5. When should I use soft shadows vs. hard shadows?
    6. Anyone know a way to set ambient color?
    7. Why can't I get my light gel to work?
    8. Is there a way to include/exclude objects in a light setup in Hash?
    9. Why can't I set softshadows for sunlight?
    10. How do I get raytraced soft shadows?
    11. What's a good lighting setup for sunlight?
    12. How do I project an AVI onto the surface of a model?
    13. Is there any way to exclude various objects from being illuminated by a particular light?
    14. Using booleans, if I stick a light inside my pumpkin, will the light shine out?
    15. We don't get shadows in preview mode?
    16. How can I get a volumetric light to 'pass through' a transparent object?
    17. Does anyone know how to increase and decrease the intesity value of a hierarchial light?
    18. If you ever want your lights to EMIT darkness intead of light.
    19. Is there a way to make an object cast shadow but not be visible?
    20. How do I make soft shadows?
    21. How can I get volumetric lighting to work?
    22. What can volumetric lighting be used for?
    23. Have you noticed how shadows are tinted sort of blue?...Any ideas?
    24. How do I set up a light projector?
    25. Is there a way of setting the ambiance lighting of a scene?
    26. Do most people set ambience to 0 and use stage lights to light their characters?
    27. I am trying to edit a channel for a light's intensity over time.
    28. How do I use a light gel?
    29. In AM2001 is there a way take a light and attach it to an object and animate it?
    30. How do I make volumetric lights?
    31. My scenes are either too well lit (light burn) or poorly lit. How can I find a good middle ground?
    32. What's another way?
    33. How many lights are used in scenes on average?
    34. How can I make a light rotate with a constant repeat?
    35. How can I make a light spin forever in AM2001
    36. What's another way?
    37. How can I light a scene to show highlights, midtones, and shadows?
    38. What's an easy way to position lights?
    39. How can I make a glowing light bulb in AM2001?
    40. How about light bulbs and ceiling fans in AM2001?
    41. How do you adjust light colors over time?
    42. Has anyone seen a good tutorial about lighting with Hash?
    43. What is the easiest way to position a light so it shines through a semi transparent object?

    Does anybody know an easy trick to create a 100% white floor/background that's still able to receive shadows?

    Just set the diffuse falloff value of your background elemts to zero. You may need to expand the reach of your lights to make sure they hit all of your white bits. You will get nice dark shadows, and a bright white backdrop.


    My question is whether or not you are able to add lights to a model in the modeling window in AM2001? I have tried it by selecting NEW=>Light, this adds a light to the PWS but if I try and drop it into the modeling window nothing happens.

    Once you did what you did, it's already in there... switch to the bones mode to adjust the light's position, you'll find it at 0,0,0.

    --Jeff Cantin


    I made a lighting setup/rig that I like in a choreography. I need that same setup in another choreography. Is it possible to copy the exact same setup/rig from one choreography to another? (keeping the positions, falloff, colors, etc.)

    Save as the old choreography with your light rig into a seperate external file (I would give my lights unique names before I do this for thoroughness), open the new project, scroll down to the choreography, right-click the choreography's name and select import choreography and point to the freshly saved external choreography file. Easy as makin' toast.

    Matt Andersen


    What does "Export Lighting Maps" do?

    This option appears to export a version of the objects in your scene with the lighting baked into them as image maps. This wouldn't work for moving characters, of course, but it would be perfect for rendering backgrounds. Imagine a set with 60 lights taking the same time to render as a set with no lights.

    --Raf Anzovin

    Additionally...

    Another use could be for texturing game textures. you could bake the lighting into the hires model and then unrap and render it to get the textures off of it.

    Chris Luckenbach


    Can someone explain lighting to me on a more 'holistic' level?

    Most great CGI lighting artists I've seen and worked with tend to have their own approach and style and technique. It's universal to all of them that their images look flat out gorgeous, but not every lighting sepcialist gets to Dodge on the same stage coach. Personally, I light like Cajuns cook- all by taste with no real 'recipes'. :o) When it comes time for me to light my scenes I'm cranking dozens, sometimes over a hundred test renders. So keep in mind that you'll need to spend some good quality time waiting for quicky renders to work out a good lighting set-up.

    I try to use spots (kleigs in Hash-speak) as often as possible. I like the directional & illumination cone control they offer. The reason why I like that control is that I'll often use a light to rake across a specific object in a certain way. That's because a CGI scene often needs alot of little helper lights to achieve the desired goal. The whole goal of creating an image is to guide the viewers eye to the place that you want them to look (with the hope that you have something interesting to see there :o). The primary visual clue that people respond to is contrast- areas of light against dark. So shadow/light management is of primary importance to directing the viewers eyes where you want it to go. Thus you can use dark objects to frame a light subject, or take a dark subject and frame it in light. Close off certain areas of the image by placing darker/bland objects there to direct the viewers eye towards lighter spots or an area with more contrast, etc.

    This is where thumbnailing the layout of an image goes a long long way. It's easier to just diddle up a quickie sketch on paper and play with it. I try to explore different uses of contrast to be a rough roadmap to my lighting set ups. And when I say sketch, I really mean sketch. It can be as simple as gestural scribbles of dark areas and light areas. It isn't finished art by any means, but it will help you wrap your mind around the task at hand (lighting wise- as well as in other areas). All of this is done to prevent the endless hours of adjusting lights to little or no effect (and I've spent too many years doing it that hard way). This may be all basic to you, but there are others to whom this is fresh news, so forgive me as I err on the side of need. All of this is the kind of stuff they teach you in art school (if you are inclined to attend one- I didn't, but I'm a different kind of bird that way. ;o) or you can glean it from countless books on painting, photography and cinematography. I learned the most about my lighting from experience and recently more from focused study of impressionist painters. Translated- I've made alot of bad lighting set-ups in my day. The legendary CALArts drawing instructor Mr. Graham often told his students "You all have a 100,000 bad drawings in you. The sooner you get them out of your system the better it'll be for all of us." I believe the same holds true for lighting. :o)

    A few more general rules and tips I have for myself when lighting-

    There you have it. Some rambling ideas collected from the cobwebbed corners of my brain, distilled in less than orderly fashion for others to sift through. Some folks may disagree with how I approach things. But that's OK. Like I said earlier, not everybody rides the same train to the station on this one. Use what you want of this info, discard the rest. Variety is the spice of life. And keep in mind, I am by no means the end-all be-all guru of lighting, nor do I think I am. :o) I'm better than I used to be, but I still have more to learn. ALOT more. Still I hope I've been of some use in this, cus this is one loooong post. :o) I look forward to seeing your efforts in imagery soon.

    -Keith Lango


    When discussing lighting, I have seen people say things like "I used a basic three light setup...". I have no idea what this means. I'm assuming that there is some understanding of common lighting techniques, possibly from photography or film, that I don't share.

    OK, a somewhat simplistic roundup:

    In general, all the aspects of the CG world that mimic real-world cinematography, eg camera and actor blocking/positioning, lighting , lens choice, composition within the frame, repay study of the real world equivalents (and of books written about them!) Lighting in cinematography and CG is a huge subject!

    The "three light setup" is a basic of portrait photography - the idea is to try to accentuate the 3D structure of the subject, by avoiding them looking flat (which is why those photo-booth pics always look so terrible) - essentially you have:

    one bright light (Key-light), a bit above, in front and to one side - this provides the main lighting on the character, but tends to leave large very dark shadows across one side of the face, so you use....

    a dimmer light (Fill-light) a bit above, in front and to the opposite side - this avoids having pitch black shadows from the key-light

    a third light (Back-light) usually positioned below and behind the subject, pointing up and forward - the purpose of this is to produce a lit edge to the subject, separating them from the background

    number - more lights = longer renders, but more control over the appearance of the scene - depends what you are trying to do - most movies use complicated lighting setups to draw attention to exactly the required elements within the scene - individual subjects/objects in the scene may even have their own 3-light setups

    types - most of the indoor setups mimicking studio scenes would be using Kliegs (= spotlights). Outdoor scenes may use a Sun - which produces parallel light rays. The Bulb is like a naked lightbulb, producing light in all directions equally

    colours - outdoor daytime is bluish light ( and by cinematic convention outdoor night-time lighting tends to be bluish too!) Indoor artificial light tends to be more yellow. Fluorescent can have a slightly greenish tinge. Traditional cinematic and theatrical lighting will often use different colours for the components of a three light setup, such as a bluish Key, and more yellow fill and backlights.

    positioning - classic 3-light already discussed - some lights may be in-shot, most will not. (Think of the way in which in old movies, a spotlight was used to fake the illumination provided by a candle carried by a character) Gothic - key below, in front, pointed up. Comedy - bright even lighting. Drama - more emphasised keylight. Filmnoir - just Keylight.

    Spotlights were often used to pick out a characters eyes in classic movies, but now less often ( for a recent example, see Anjelica Huston as Morticia in either of the "Addams Family" movies)

    Ambience and Radiosity - in the real world, light bounces around from object to object, and may pick up some colouration from objects as it does so. In the computer, we can mimic this to some extent, in several ways. We can use a non-zero ambience (default is 20% in AM, which for many purposes is probably too high, and makes things look a bit flat). We can do a radiosity precalulation - which takes ages, and has a subtle effect similar to setting the ambience a bit higher :-) as far as I can see. Or we can use more fill-lights, which probably gives us most control. Outdoor daytime scenes tend to have higher ambience and look flatter, whereas indoor night-time scenes may have more obviously directional lighting ( and even more so for space scenes).

    There's no substitute for reading some books on cinema lighting, and for experimenting with lighting in a simple scene in AM.

    Also read the AM99 v7.1 manual (if you haven't already done so, download it!) which discusses the different light types, and issues about radiosity, specularity, heirarchical lights, and light lists ( which allow you to only illuminate specific objects) Also have a look at the documentation on different types of shadow production, and the control over this that AM gives you.

    Dave Corcoran


    When should I use soft shadows vs. hard shadows?

    Most of the time. . with indoor lighting. . . you would want to have softer shadows. That's the whole reason you have things like lamp shades and "soft" light bulbs etc. So in order to make it feel a little more believable, I would use Z-buffered soft shadows. You should also notice a significant decrease in render times. That's one of the biggest things that bugged me about the lighting in The Phantom Menace. Here Jar Jar is. . . standing in the middle of the desert, and he has a super soft "indoor" shadow. (Cover of Cinefex if anyone is interested.) So everyone, write this down.

    In order to pull off nice believable lighting/shadows, match the shadow to the light source. Soft light (lamp shade, cloudy day, window blinds etc.) = soft shadow. Hard light (sun, candle, flashlight etc.) = hard shadow.

    William Eggington


    Anyone know a way to set ambient color?

    Coming from a 3DS background, lack of ambient color is one of the first things I noticed way back in version 4. But, in the long run, I'm kind of glad I didn't have it, because its forced me to use actual colored kicker lights instead of leaning on ambience (which seldom leads to good lighting).

    You can use non-shadowing lights, set to low intensities to throw scattered light around.

    Brian "balistic" Prince


    Ok, I created a new choreography and now there is only the camera, a light, and a sphere in the scene. I right clicked on the light and assigned a new rotoscope to it.

    Now when I render the image, I should see the colors of the image lighting my sphere, but I don't.

    I have tried it with shadows option on and off. Am I missing a crucial setting somewhere?

    It's not stated in the manual, but ya got to switch to "Klieg" type light and aim the light at your model, it'll work right away once you do this...

    Jeff C.


    Is there a way to include/exclude objects in a light setup in Hash?

    Yes, in the 7.1 beta, it's called light lists... Drag the shortcut of the light to the shortcut to the model you want it to light, and follow the dialog boxes.

    Jeff C.


    Why can't I set softshadows for sunlight?

    In Animation:Master, a sun-type light is cast from an infinitely-large plane, not from a bulb like the other light types. The penumbra of a shadow depends on the size of the lightsource casting it, and therefore calculating soft shadows for a unidirectional light is impossible.

    Just use a klieg or blub, placed far from your scene, then set your bulb width (bigger = softer) and the number of rays you want to calculate.

    Brian "balistic" Prince


    There is a list of AM's features at Hash web site which includes raytraced softshadows, but I haven't found that in the software. I have AM99 beta 11. Could somebody please tell me where it is.

    Kick the Rays up on the ray traced shadows higher for more softness.

    This is found in the light properties/shadows


    Hey hashers I'm trying to set up an outdoor shot and was wondering what the best way is to set up lights so that it looks like a nice day out with the sun shining.

    OKAY, heres how I do it:

    set up 3, yes, 3 lights. a little trick learned in RIVEN. blue directional light pointing down. this is for the sky color, atmosphere.about 65% intense. brown(or whatever color the ground is) directional light pointing up.about 35% intense yellow directional(or point)light aiming at an angle for the sun. full brightess

    -joe


    How can I project an AVI onto the surface of a model?

    Thanks for everyones advice on this. I am going to use a light Gel. It will work out fantastic for what I want to do!


    Also, is there any way to exclude various objects from being illuminated by a particular light?

    Each light source shortcut has checkboxes on the Properties Panel that allow you to disable Diffuse and Specular properties cast by a light. This should give you a way to illuminate an object/scene without causing any highlights.

    In addition, each object shortcut has checkboxes on the Properties Panel that allow you to toggle the Cast/Receive Shadows/Reflections properties of a model.

    Jeff Paries


    I'm trying to do a pumpkin (yeah, I know, cheesy) and have been trying to use boolean cutters to, like, cut out the eyes and mouth, but I've been having trouble with them rendering etc. but I'd like clarification on this one point: Do they actually cut holes? F'rinstance, if I stick a light inside my pumpkin, will the light shine out?

    I did a project just like that ( a pumkin) The booleans do cut holesl and light will shine through, but only in actual render. If you do a quick shaded renderthe boooleans wil show up as part of the model, and not as holes.

    MAtt Bjerk


    We don't get shadows in preview mode ? Is this a bug with nVidia chipsets, or by design ?

    By design. However, shading is used, so if you turn on the shaded mode in the chor window (for example), and drag a light around, it will affect the scene appropriately.....

    Jeff, Hash, Inc.


    Using a transparency map for a window, has anyone yet found a way to get the volumetric part of a volumetric light to 'pass through' a transparent object? I know it definitely did not before, but I was thinking with the deluge of Betas and all the lovely little details therein it may somehow be possible now. I haven't found it.

    Using a transparency map, volumetric lights do go through windows.

    I think what you're asking is for the additive effect, where the light beams would appear the color of the object they are passing through.

    If this is the case, no, the software does not do it.

    Jeff, Hash, Inc.

    On second thought...

    I misunderstood the question....

    Volumetrics do not cast shadows from transparency maps. Only real geometry. They do, however, go through transparency maps (like a dirty window).....

    Jeff, Hash, Inc.

    Additionally...

    I had to have a volumetric light pass through a translucent patch. What I did was set up two lights - one on the inside of the object and one out side. They were both along the same sight line facing the same direction (aim one light at the other or put both on a straight path aimed at a third object) and then set the second lights properties to match where the first leaves off. This turned into a better solution than having it done automatically because, by using constraint offsets and second set of properties, I could manually adjust the second light to compensate for refraction without the time-consuming process of letting the renderer calculate it.

    ed Lynch


    Does anyone know how to increase and decrease the intesity value of a hierarchial light? For some reason I can't figure out a way to do this. For a normal light I usually play with the intensity channel. But on an object with a hierarchial light there is no such channel. If anyone can help out I'd appreciate it.

    Sure, in your Action or Cho (wherever you want to animate), switch to skeletal mode and select the lights bone. Once selected, in the Properties window General tab you will be able to activate channels for all the various light key attributes.

    -GaryM


    Can I get lights to emit darkness?

    If you ever want your lights to EMIT darkness intead of light put a negative value for intesity. Yes shadow EMITTING lights.

    Rasika

    In response...

    what version are you using? In the 6.1 release, it seems to have no effect. If you input a negative value in chor, it just pops back to 0. If you input a negative value in the object area, it seems to have no effect. What color are you giving these "shadow" emmitting lights?

    I'm using version 5.25i. The color "white" seems to be just as effective as "black" or "red" or any other color, basically color doesn't seem to matter. The light type that I did the shadow thingy with was an omni light. Also the light was attached to a bone of an object, so maybe that had something to do with it.

    If you want to attache a light to an object:-right click on the object in the PWS (the actual object, not the shortcut to the object in the Cho), the choose New>Light. A light magically appears at the top of the bone heirachy. You can drag this light and re-arragne it in any where in the hierachy the same way you would a bone.


    Is there any way to make an object only to cast shadow but not visible? I tried having 'Active' check box turned off and 'Cast shadow' on, but shadow didn't appear.

    Go to the general tab of the object's choreography instance, it's the 4th of the 5 icons in the lower left hand of the properties box, you want to turn off the wireframe mode (button in the up position) it won't render but it will stop light and generate shadows.

    Matt Andersen


    How do I make soft shadows?

    Change the light to type "klieg" and turn on "shadow maps" in the light's attribute box.

    Mike Caputo


    v5 users, OK, I found the posibility of volumetric lighting.

    First of all, you need to render to disk for this to work. Yes, you have a Klieg with the Use Shadow Maps checked, but you have to have the Intensity extremely low or the light washes your models out. In my playing around my setting was .25. You also need to have your Distance to Fall-Off ending before it reaches your model. Fix this visually in a front or side view. Now, when you render it leaves a vague shape of your model with no shadow or values, and it looks like crap. So, you have to add another light in the same position, without the Use Shadow Maps checked. this creates more of a natural lighting with the illusion of volumetrics.

    I hope this helps anyone trying to achieve volumetric lighting. I had storyboarded an animation that would benefit from such a thing but never expected to use it with Hash. Bonus! I just wonder if this is an accident, or was this planned by Hash? It would be very cool if this stayed. Nothing crashed while I was playing with this, so thats a very cool thing.

    Scott


    What's a good reason to use it and when, please give examples.

    I don't know how well the volumtetric lighting works in MH3D, but you can do amazing special FX type stuff with it.

    Could you make it look like the Batman signal light?

    Yes.

    Or put a glow around an object?

    Um, depends. I haven't seen how they work in MH3D yet...possibly.

    What else do you do with them?

    Give ambience to a room filled with sunshine. Give "moodiness" to a dust ridden moonlit dungeon where visible light shines through cellar windows. Do the classic put-a-light-behind-an-object (often done with text) and see the effect. Give a neat murkiness to underwater scenes. Do the classic 20th Century Fox intro with the waving spotlights (which I don't believe are actually volumetric lights, but you get the idea), etc. etc.

    Really, there are a lot of things you can do with volumetric lights.

    When you see visible light, it's generally due to tiny particles in the air...water vapor or dust which catch the light. That's why laser shows usually have the smoke machines turned on, right? (last one I went to was 6 or so years ago).

    Zero Z. Batzell Dean


    have you noticed how shadows are tinted sort of blue?...Any ideas?

    This is always true on any cloudless day, snow or not. The sky is an all encompassing source of blue light. Look around on a partly cloudy day when the sun's behind a cloud; no sharp directional shadows since everything's lit by a bright blue hemi-sphere.

    I simulate this with four blue (RGB = 16, 96, 254) parallel light sources, with shadows turned off, placed in the four corners of my scene. You have to keep their intensities fairly low since they generate what I consider unrealistic specular highlights. The affect of specular reflection from the sky is more like ambience.

    Rodger Reynolds


    If you want to see a cool effect in 6.1 Beta 4,....

    Another one (that I haven't played with yet) is light projectors. Right click a light, and add a Rotoscope to it. Now the light will cast the image applied......

    Jeff, Hash, Inc.


    Out of curiosity, is there a way of setting the ambiance lighting of a scene in AM. I was experimenting with lighting today, trying to achieve the classic silhouette but was unable to. Is there a setting I missed, or is the best way to adjust every objects' ambiance to achieve the look I want...

    Select the Camera. It has a "Global Ambiance" property that you can set to a plus or minus value.

    -mike


    Do most people set ambience to 0 and use stage lights to light their characters, or do some of you use ambience along with the lights, and if so, why?

    For me it depends on the scene. I generally don't try to override the Ambience in any materials (unless it's for a good reason like a glow): that way I can easily override it at the model level, and have other materials inherit the setting.

    For a daytime scene, it's usually worth sticking some ambience in.... 20 is in fact a good value, IMHO. If you set it all the way down to zero, you can get a very strange (although not entirely uncompelling effect) of items being brightly lit, but having these bizarrely dark shadows. Ambience helps to simulate the effect of light scattering off of objects (and is much cheaper than applying a radiosity algorithm).

    On the other hand, if you want a dark alley in a noir setting, zero ambience in a must.

    And if you want a classic "Floating in the light" Sci-Fi scene, you can get away with setting Ambience way up towards 50 or 60... maybe even higher. I haven't really tried it.

    In general though, unless your object is glowing, there are few situations in which you want to set the ambience of a material different from the ambience of its model. There are, of course, exceptions. In medium lighting situations, bumping the ambience of the hair on a figure will make it look like it has a fluffier surface (if you've textured on some fine detail, that is). And, of course, the whites of a cartoon characters eyes should almost always be 100% ambient: that's how, when they walk into a cave, you can still see their expressions! Make sure though that you use an Ambient map to bring the ambience of their -pupils- down to a more reasonable level... preferably zero, so that you can get a nice dark pupil occlusion when they walk into the cave.

    OK, I've babbled enough. I hope this helps someone....

    -- Tony


    Can someone please help me. I am trying to edit a channel for a light's intensity over time so I can have it turn off and on during an animation but I can't find the channel item for that. I only see the values for the X,Y,Z, and roll values. I have Ver 5.25i. I'm kind of new at this, so excuse the basic nature of this question.

    I'm using AM98, but I'm pretty sure the answer is the same for 5.25 as well. Expand the menu tree for the Shortcut to Light1 (or whichever light you want to animate), in the choreography listing in your Project Workspace. You'll see:

    Shortcut to Light1
    |
    Choreography Action
    |
    Shortcut to Light1
    |
    Channels for x,y,z and roll
    

    Click on the second Shortcut to Light1 (under the choreography action) and take a look at the Properties Box. The General tab has a listing of "Available Channel Items", most of which are unchecked. Check "Intensity" and there you are!

    David Fontes


    Perhaps someone on the list can answer a question i have about light gels-- I remember reading here about the ability to use light gels and i'm wondering how to implement one.

    Is it just a matter of attaching a rotoscope to a light object?

    Yes. Right click a shortcut to light and select New Rotoscope.

    Jeff Paries


    In AM 2001 is there a way take a light and attach it to an object and animate it?

    Make a bone in your object that is at the position you want the light. Then, in choreography, just add a constraint to the light to 'Translate To' that bone. If the light has facing that you want to be animated along with the character, you probably want to also make a constrainto to 'Orient Like' the bone in the model. Then, just animate the model, and the light will follow. Magic!

    -- Tony


    How do I make volumetric lights?

    For Intel V5.19:

    make a light, select klieg, select soft shadows or ray traced shadows, then select volumetric. Try casting shadows on a wall or ground.

    Glen


    A problem I run into is that my scenes are either too well light and I get light burn or some areas are to poorly lit to see detail. How can I find a good middle ground?

    A good way to avoid this is with a basic three-light setup (two lights if you don't wanna fool with the backlight).

    Beyond these basics, my best advice for figuring out new ways to light things is to look at movies and TV and try to figure out how they did it. You can learn from both the good and the bad: for example, Bladerunner will show you what to do, and then X-Files will caution you not to take that too far :)

    -- Tony


    A problem I run into is that my scenes are either too well light and I get light burn or some areas are to poorly lit to see detail. How can I find a good middle ground?

    Firstly turn down the intensity of the other lights except your main light (sun) The first point to me be made is this, start from a single light and only add in new lights ad they are needed ... But that assumes you know what to look for.....

    Lighting is there to give mood, But i think that in 3d its mainly there to define form, when you add in a light render the scene and see how well it gives 'shape' to the rendering. Its easy to kill an object by lighting it from all sides and using too many bright shadow casting lights. ( Just think - "shadows are good - they are my friends.")

    How many lights are used in scenes on average? I understand that it would depend upon the effect you are trying to achieve (dark and moody, bright and sunny, etc...).

    Most of the time I use the following 'standard' setup ...Imagine your the camera looking at an object:

    1. Key light, or Main light (100% white or slightly yellow - Kleg) ... as default I position this light at 45 deg up to your right, this 'lights' the scene
    2. Fill light (50-70% Blue or cool Kleg or Omni)... It sits opposite this light, and lightens the shadow areas of the model .. Turn down the intensity of this light to about 50%
    3. back light (30-100% white - kleg)...A light that shines down on the back of the head/body .. I dont use this often but its useful to get some light reflecting off the shoulders/arms/head
    4. Spot fill lights (50% White) if I see areas that need attention I sometimes add in non-shadow casting lights to add ambiance. (also turn off specular hilights for this light)

    Also remember, that appart from the main light, other lights dont have to be in a logical place, ive often had shadow / fill lights floating in a room .. its whatever looks good, so if your lighting a room for mood dont feel constrained to sticking all the lights on the wall and roof.

    How much does adding lights to a scene affect rendering performance?

    I dont really see it being affected alot unless they all are casting shadows.


    How many lights are used in scenes on average? I understand that it would depend upon the effect you are trying to achieve (dark and moody, bright and sunny, etc...).

    For a good starting place, lets look at how scenes are lit for real film. While it does not necessarily follow that this is how computer scenes should be lit, it will allow you to understand certain looks that you see on TV or in film, and get a good start on how to duplicate them in the computer.

    Before a scene is lit, you decide what effect you are going for. Some things must be calculated when deciding what types of lights to use. Light is described as hard or soft, hot or cold (bright or dim), and by its color. Soft light comes from a larger source, and cast less shadows. Hard light comes from a smaller, less diffused source, and cast hard shadows. The color of the light is just what you think. Now, for film, color is very important because the film is color balanced, but on the computer you don't have to worry about that. Hot and cold refer to how bright the light is, and is not necessarily related to whether the light is hard or soft (a large fill light may be thousands of watts, but is still a soft light).

    The vast majority of scenes are lit with what is called three point lighting. The funny thing about three point lighting is that you rarely ever see it in the real world. Three point lighting means that there are three lights on the subject, a key light, a fill light, and a backlight.

    The key light is the brightest light in the scene and is usually no more than 45 degrees off from the camera, shining on one side of the subjects face. The fill light is no more than 45 degrees off the camera in the opposite direction, and is softer then the key. This light provides illumination to the parts not lit by the key, but does not create major shadows or reflections. The back light is directly behind the person and usually higher, shooting down (to avoid lens flair or a silhouette), and provides texture to the hair (it is sometimes called a hair light).

    With these three lights, a hard, hot key, a soft fill, and cold hair light, you get the common TV look. The key cast some shadows and secularity on the subjects face, which gives the 2d picture depth. The fill light illuminates parts of the scene that would otherwise be in total shadow, and is often used to raise the overall scene to the amount of brightness you need to expose the film, and the back light adds texture to the hair, as well as a slight glow around the person, which helps separate the person from the background (doubly important in black and white).

    Beyond the three point lighting, you use smaller, dimmer lights to light anything in the scene that you want to be visible, such as a picture in the background or a tree or whatever. These lights are called specials and often are not a fancy set up, just a light aimed at the right spot. One important thing about specials is that the background, unless otherwise desired, should always be lit. Especially if there is a wall close behind. This prevents the "spotlight" look, where the subject is the only thing lit up.

    Lights are often raised up, to keep a glare from appearing in the subjects eyes and to keep the shadows low rather than shooting straight back.

    Of course, these basic rules are broken every day for special effects and mood. Horror films often have very specific lighting - only one thing in the frame lit at a time. News often uses two point lighting, removing the backlight, for ease and time. MTV uses whatever it wants, etc.

    Taking these rules to the computer is pretty easy. The computer actually has quite a few advantages over the real world. You can control which lights cast shadows. The lights are not actually visible, so you don't have to worry if the camera can see the light. You have control over secularity and reflections, etc. This removes 50% of the difficulty of lighting a scene. Then again, the computer has disadvantages. It cannot do radiosity, so you must use ambience. Lights in the computer are infinitely small single sources, where lights in the real world are glowing filaments and thus larger than a single point.

    Once you calculate all that in, you can begin lighting the scene. Let say you want to light a character just standing looking at the camera, with a room around her. Use the three point model. Put a key off to the left of the camera, a fill to the right, and a backlight behind her. In Hash terms, use a klieg for the key, a point light for the fill, and a spot light for the backlight. Set the key and the fill to cast shadows. Make sure to set the key's intensity higher then the fill, probably by quite a bit. That is all for the lights. But, you have to use some material properties to compensate for those things the lights don't do. Set the specular size and intensity on the hair high enough to catch the backlight. Set the rest of the specular values so that the key actually creates small shines, without making the character look like polished metal. Use all white lights. Don't turn on reflections on anything unless it is absolutely necessary. Use secularity to create things like the shine in the eyes or moisture on the lips (this is easier and will save render time). If you find the scene too bright, try lowering all of the lights by an equal amount. If you find just one light is creating too much glare, adjust just that light.

    In all of it, remember that film and video do not reflect the real world, especially when it comes to lighting. If you wanted a scene to look like you see it, say an office building, you would place the lights as they exist in the real world. But when setting up a scene in film, you do not place them where they would be in the real world, you place them where they make the character look best and still convey the lighting of the real world.

    Sorry this got so long and is still not complete, but as you may guess, you can write a book about lighting alone.

    Dan Pisarski


    How can I make a light rotate with a constant repeat?

    I couldn't get the X-Orient to give me a full rotation either, so I did this.

    Created a circle model, added it to cho aligning it to the center point of light, added a null object, constain the null obj to the circle as a path, then I had the light aim at the null object. Around it goes. You can adjust the speed by changing the size of the circle path or using the ease channel. Repeating is a problem though. :(

    Also tried just adding a null object (no circle path) and then had it move in a circular motion around the lights center point, then click the "repeat box" on the x,y,z translate properties under the shortcut. This will give you a repetitve rotation with the light following the moving null object no matter how long or short your cho at a constant rate.

    If there is an easier way to get a light to rotate with a constant repeat throughout the cho, I'd like to know.

    Brian


    Here's how to easily make a light that spins around forever...

    Create a new model and put a light in it. Then click on the model's icon in the worksheet, a black bone will appear. That bone determines how yr model's main bone shows up in direction mode. Orient it upwards so that it's will roll around Y. Then orient the light as you like, I just put a klieg pointing along Z.

    Put the model into a cho and in the roll channel, setup two keyframes, frame 1 = 0, frame 30 (or whatever) = 360. In the worksheet, click on the roll channel entry under the shortcut to your model and toggle on 'repeat'.

    That's it. The light will rotate forever at a constant speed. You can animate the light further in skeletal mode. I'm not sure how to actually animate the light's attributes while it's embedded in a model however, but I'm sure someone will tell me. :)

    ken morton


    How can I light a scene to show highlights, midtones, and shadows?

    I played with that for a while, but it got a little complicated. For that example, I have one light tied to the camera, and one high and to the right.

    When I want a figure with three shades (highlights, mids, shadows) I've gotten good results using:

    1. a light tied to the camera
    2. a light about 45 degrees to the right and a little high, and
    3. a light about 90 degrees to the right and way high.

    Looks good, and less filling!

    Mike Caputo


    What's an easy way to position lights?

    I've got two more Light TIPS:

    #1: In a Cheo, Add a new null object and call it "Light2Targget" Or the like, Then right click on your Kleg and add an "AIM AT Light2Target" Constraint ... Just place the null object where you want the light to aim at.

    You can also use the same AIM AT constraint to aim at a bone in the character, Ie the Head, Where ever the character walks theres a light on his/her head.

    #2: Press

    3

    on the keypad, This will change to a 'light view' and you will be looking through the light as if were a camera, Pressing

    3

    again will allow you to cycle through the Lights. This is great with two windows. One for moving and one viewing from the light, Its then really easy to line up shadows etc...

    - Glenn Wilton


    How can I make a glowing light bulb in AM2001?

    I dunno about everyone else here, but I cheat. Specifically, I do the following:

    This -should- give you a nice fading glow from any angle whatsoever (I haven't tried it with a light inside, but it works fairly well for jewel-tones (which is what I originally thought up the technique to handle)). If you only want to look from one angle, I'd recommend just an Ambience Decal aligned with the camera.

    Be warned that this will slow the renderer down substantially for that section of the scene. After all, it's running through several layers of transparency. For mercy's sake, -don't- make the interior light-glows any more complicated than they need to be: don't apply procedural materials or roughness or (worst of all) reflections. It would not make your render times happy.

    I'm interested in hearing how other people manage this. Maybe we can even get some input from someone at Avalanche Studios on how they did the glow in the windows in the soldier scene (an effect we can all gander at, since it's in the start-up picture for MH3D).

    -- Tony


    How about light bulbs and ceiling fans in AM 2001?

    Well, I created an initial AVI of my simple ceiling fan/light model. Thanks for the suggestions as to how to do lightbulbs. I liked Tony Lower-Basch's idea of creating successive glowing spheres inside each other, and that would have given a good effect, but for my purposes I was more interested in the shadows on the ceiling and not the lightbulb itself so I didn't implement it. I used 5 light sources for each fan, each at an intesity of 10. I applied 180 degrees of motion blur. Check it out at:

    http://www.geocities.com/TimesSquare/Realm/9820/fan.avi

    Here is how I did the lights... after reading this and looking at the animation, if someone has a better way to do it, let me know. I wanted the light from the fan to cast realistic shadows of the blades against the ceiling. To do this, I needed to put the light sources inside the bulb of the fan. I needed an opaque effect for the bulb, not a transparent one, and so I made the bulb solid and set it to not cast shadows. This would allow the light to pass through it and hit the blades. The problem was, you can only set the entire model to not cast shadows, not specific parts of it.

    So the ceiling fan model is actually 2 separate parts. The blades and support cord make up one model and the light globe makes up the other model. This way the lights shine through the globe and hit the blades just like I wanted. Everybody's happy...

    EXCEPT... I wanted 2 ceiling fans to see the interaction of the shadows. Everything was fine until I noticed the shadow of one ceiling fan on the side wall caused by the other light. Since the globe was set to not cast shadows, it appears invisible to the other light, so the shadow on the side wall shows the cord and the blades but no globe! D'OH!

    Anyone have any ideas on how to fix this? This all stems from the fact that I don't want the globe to be transparent. It must be opaque. Is there another way to accomplish the same effect? This surprises me, because that means any similar model has to be in 2 pieces, which is inelegant if nothing else. I can hear Tony now: "he should have listened to me in the first place!" Maybe Tony's way is the only way.

    -Jim Sherwood


    How do you adjust light colors over time?

    Click on the shortcut to the light in the Project Workspace. Click on the Box next to it to show you what channels are available. In the window below, you should see four tabs - General, Translate, Scale & Rotate. Click on General. You will see a list of available channels, some checked, some not. Add the Red, Green & Blue channels by clicking on the box next to them. Add Softness and Intensity if you like. Now you can adjust the color of the light in the RGB channels over time.

    Michael S. Flynn


    Has anyone seen a good tutorial about lighting with hash. I keep getting scenes that look like flat cartoons and I don't have toon selected.

    I don't know of any tutorials. However....

    I would recommend classic three-point lighting as a starting point. It goes like this:

    • Major light (Omni, Sun or Klieg, whatever) at about 80%, probably white (unless you want to tint the whole scene) or warm yellow. To the right of the camera, and above the model, pointing down towards the main focus of action. Should be shadow casting and specular.
    • Fill light (again, whatever kind) at about 30%, left of the camera, and below, pointing up towards the main focus of action. Color should probably be a cool color, maybe a light blue, to provide a color gradient. Does not need to be shadow- casting or specular, but can be if you want.
    • Back light (Klieg) at 10-20%, behind the model, pointing towards the camera, but above it, and pointing -through- the focus of action. Probably shouldn't be shadow-casting, but if it's not shadow-casting, it should -not- be specular (or else you'll get specular highlights in dark areas, which can look freaky).

    The major light gives you your basic lighting and highlights. It is generally "sourcy" (meaning that it relates to some source of light in the "real" scene, as opposed to just being there to provide lighting). The fill light softens out the effect of shadows, and allows for a good gradient of light across the figure, highlighting the 3-d geometry. The back light tends to highlight the edges of the character, relative to the scene. It is particularly important (sometimes requiring several lights from different angles) if your background is particularly busy.

    For anything beyond this, I would recommend _Digital Cinematography_ by Ben de Leeuw. It goes into advanced techniques for developing specific genres of lighting (film noir, cartoon, cinema verite, etc.)

    Maybe I should actually make a lighting tutorial for the Splindicate: it's fairly easy to teach, and the effects (in terms of how good your model looks) are astonishing.

    -- Tony


    What is the easiest way to position a light so it shines through a semi transparent object? I'm modeling a lamp and am havind trouble positionin the light in the bulb so it shines out of the bulb and glows the lampshade.

    Make sure that the bulb you have created does not cast shadows or else the light will be "captured" within the bulb and will not shine out.

    -Jim Sherwood


    Particles

    Particles


    1. How could I make cool fire and smoke particles in Animation Master.
    2. Why do streaks behind an object appear on top of it at certain camera angles?
    3. How can I make particles go towards an object instead of away from it?
    4. How do I emit particles on some frames and not on others?
    5. What's the difference between choreography gravity and particle gravity?
    6. How do I make blobbies fall?
    7. In my recent quest for fire...
    8. I need to learn how to make my decal animate so the tip goes from red to a burned look.
    9. Just some idle caffeine-deficient thoughts.
    10. How do forces work?
    11. I have lost my materials such as crumple, dented etc. and my material effects like dust.
    12. Do you know how to animate streaks's properties(emission rate, etc)?
    13. I can't get particles to work!
    14. How can I build a library of tested particles?
    15. Would someone lend some info on how they got particles to work?
    16. Can you also post the setting of the particles? I can't seem to make it work.

    How could I make cool fire and smoke particles in Animation Master.

    There are a few examples with in the software. Check out your libraries under the projects tab.


    ...YET when I render it from a side angle, any of the streaks behind the sword that are visible, in part or whole render ENTIRELY from the base to the top of the streak....

    It's because glowing elements are a post rendering process, so they appear "on top" of the image.

    Jeff Paries


    Most streaks in the particle effects fly away from an object. Is there a way for me to make particles start away from and fly toward it?

    Create a large sphere with normals facing IN, make it the particle emitter, place other object in the center. In the "Shortcut to (the emitter) uncheck "Active." This way it won't render, but the particles still will. You might want to turn off gravity in the chor, or for more control over where the particles go, create a force with a negative value, so that it will "suck" instead of "blow" the particles, then center the force on the object you want the particles to be attracted to.


    I've got an animation where my character is swinging a hammer, when the hammer hits stone I want particles to fly off.

    My problem is this:

    I created a small model to emit particles, I dropped it into the choreography, but it spits out particles continuously. How do I get it to spit out particles at some frames & not at the rest?

    You have to set the emission levels in the ease channel. Make an action for the object that is emitting the particles. Drag the particle material down to the new action and drop it. You should now find the channel settings and be able to set when the particles stop. Just keep the channel (ease) value at "0" until the frame where you need the particles to start. Then you just raise the value over whatever number of frames you want.

    Craig Underhill


    -1.00 is the default gravity for a choreography. Why? If 0 is normal,wouldn't -1.00 be really strong?

    There are two different gravity settings here. One is the default gravity for the choreography (set by Hash). This default gravity is set to -1Y being = to 1 gravitational force pull in the downward Y direction.

    The second setting is the setting within the partcle generator. The purpose of this setting is to give your object weight. Being that 3D objects have no true mass, you've got to similate it. The default setting for an objects gravity (or more accurately, an objects gravitational offset) is 0 meaning that leaving it at 0, it will fall at the rate of a solid object. Adjusting this setting defines the mass of the object. A setting of 1 would completely cancel out the default force of gravity and would, in essence, be weightless. For snow, you don't want it to be weightless, but maybe close to it, hence the setting of .75 to .85 or somewhere around there.

    Tommy DAQ


    I'm trying to make snow fall in a scene. So far with particles, I've only tried to make stuff go up (like fire and smoke). How the heck can I make blobbies fall? I've tried making Y gravity -1, -2, and even -100. I can see in the choreography that the particles are shooting downward, but when they render, they hover and never fall (if they show up at all). They also seem to be appearing and disappearing at a fast rate. I set the life expectancy to anywhere between 20 and 40 seconds, so they shouldn't be disappearing?? I've even set the velocity down as far as 0 to try to keep them from shooting out so fast. I need that floating downward look.

    Craig, you're taking the right approach, but in the wrong direction. The default gravitational force in the choreography is set to -1. If, when creating your blobbies, you leave gravity at 0, they will be influenced at the default rate of -1 and eventually fall.

    The way that I have set up a scene is to have one plane with a normal pointing down. Add a force to it, also pointing down so it will effect the blobbies which are about to fall through it. Add a turbulence to the force (I used fractal sum).

    Set up your blobbies so that there's not to much velocity (mine's at 2.5cm/sec). and the gravity is set to .75. Setting it to 1 would have no gravitational influence at all. They would just be propelled by their velocity.

    I'll leave the rest of the settings for you to play with.

    Hope this helps.

    -Tommy DAQ


    In my recent quest for fire (I know.. that was bad).. I tried making a matchstick that would ignite. I learned something cool in the process (maybe I'm the last to know?). If I do a group select for the tip of the match (the part that burns), and named the group, then I could drag the streaks material down to the match object, and THEN move the streaks material up and drop it on the "tip of the match" group. This way the whole match didn't go up in flames- just the tip of the match. Now I've just got to learn how to make my decal change during the course of the animation so the tip goes from red to a burned look...?

    Craig Underhill


    Now I've just got to learn how to make my decal change during the course of the animation so the tip goes from red to a burned look...?

    Make an Action for your match, drag your match head material shortcut FROM YOUR OBJECT and drop it in the Action. From the Action you can now animate all the parameters of said material... Make that match burn glow and blacken just the way you always wanted! ;)

    Regards, GaryM


    group, then I could drag the streaks material down to the match object, and THEN move the streaks material up and drop it on the "tip of the match" group. This way the whole match didn't go up in flames-

    You can also just drag the material directly down onto the named group, without dragging it onto the object first. Also works with fur and Hash's other procedural materials.

    just the tip of the match. Now I've just got to learn how to make my decal change during the course of the animation so the tip goes from red to a burned look...?

    Personally, I'd consider using A:M's procedural textures, rather than decals, and then animating them in Action, as elucidated by Gary C Martin.

    You might instead prefer to create a decal sequence using A:M's procedural textures (or, of course, the texture program of your preference) on a simple plane or a single patch that fills the rendering window.

    You will need a full sequence because if you only have beginning and end decals, it will just jump from one state to another. You probably know this already, but I can't resist specifying excessive details.

    More cool stuff - you can also drag multiple materials to a named group, so you might be able to have an animated material changing from red to glowing orange to black, possibly with an increasing roughness, while at the same time emitting streaks.

    Alternatively, you can select the same named group twice, giving it a different name each time, and apply a different material to each name. Or you can have two named groups where some but not all of the patches are shared i.e. overlap.

    Another use for this could be to specify a mottled scalp colour (for animals, an under-fur skin colour ?), and e.g. two layers of fur, all on the same patches in a named group. By using non-identical overlapped groups, you could have one layer of fur extend to areas not covered by the other, while having them both (e.g. long and short layers) co-exist in some regions.

    Just some idle caffeine-deficient thoughts.

    Regards, Myles - A:M dilettante.


    How do forces work? Any one have a demonstratable method?

    Forces affect particles.

    Create a force, drop it into a chor, then create a particle emitter that causes particles to enter the force.

    Jeff, Hash, Inc.


    I have successfully installed AM98beta, but now I have lost my materials such as crumple, dented etc. and my material effects like dust. what am I doing wrong.

    Check under Tools/Options/Folders, and make sure that the folder assignments are pointed to the correct directories.

    Jeff Paries


    I'm trying to make a fireworks using Paricle streaks. Do you know how to animate streaks's properties(emission rate, etc) ?

    Sure, the trick to this is once you have your basic Material, make an Action containing your emitter surface and drop the Streak Emitter section of the Material onto the Action.

    In this Action, you can now manipulate all the Streak Emitter properties through channels as you would any other channel item. If you want each individual Streak to change colour over it's birth and death (say starting white and perhaps dropping into red and ending in black to fade out smoothly), adjust the colour under the materials section. This will add an attribute channel under the specific material, allowing it's curves to be adjusted relative to each particles birth/death.

    Gary M


    I can't get particles to work!

    For those of you who can't get them to work... Create material, Change attribute type to particle system. Drag material onto a model in the project tree. Add your model to a chor and start advancing frames.


    So then I created a separate model for just the tips, but since they are 4 separate surfaces with nothing connecting them, the particles would not flow even though they had been applied to the entire model.

    Why not just do this:

    1. Make a single sprinkler-tip, all solid, in a model. Make a bone that runs from the base of the sprinkler tip to the tip itself, called "Sprinkler Tip Actuator"
    2. Make a sprinkler. Add four bones where the tips should be. Label them "Sprinkler Tip Target 1" through "4". Make sure that the target bones are children of the bone that rotates the sprinkler.
    3. Make a choreography.
    4. Drag in the sprinkler model
    5. Drag in a sprinkler-tip. Constrain bone "Sprinkler Tip Actuator" to Translate To and Orient Like bone "Sprinkler Tip Target 1"
    6. Repeat step five three more times for the other sprinkler tips.
    7. Animate the rotation of the sprinkler, and watch the particle spray objects stick with it.

    I know this is much more complicated than just adding it as a patch material, but it really shouldn't take more than ten minutes of extra time, I would think. You could build up a library of tested particle tips, and just apply them wherever you want in your models.

    -- Tony


    Would someone who has made the particles work, lend some info on how they got them working. Please no "this is how V4 did it."

    Make a new project, make a new model open the window, make a four point patch plane, make sure all the surface normals are pointing in the same direction. Close this window, make a new material, expand it, right click on attribute, select particle system from the flyout, check the properties to make sure it has no collisions enabled, expand the rest of the particle system, pick a color. Drag and drop this onto your plane model, then create a new choreography and drop the model into it. Open the choreography window and advance the frames, and you should be able to see the particles shooting out of the plane model, in the color you picked, in the direction of the surface normals of the patch, additionally you can mess around with the velocity and emission rate of the particles and their heading, life and death and tail length, just stay away from the collisions for now. These ones render, I checked. Good luck.

    Matt Andersen


    Can you also post the setting of the particles? I can't seem to make it to work and I would like to see if your settings can work on my machine. Many thanks.

    I used A:M ' 98's default settings.

    • Life Expectancy 1.00 sec
    • Viscosity 1.00
    • Emission Rate 500.0pps
    • Velocity 100.0 cm per sec
    • Collision boxes are not checked but I left the default Friction at 10%
    • Force 0.00, -960.00, 0.00
    • Tail Duration .03 sec

    Be sure to select a color for 'em so you can see 'em. They show up right away in the Choreography view on frame one and will become apparent when rendering at about frame 8 or so at those settings...YMMV.

    Changing -960 to 1000 will reverse their direction from down to up, if you didn't already know that.

    Kevin


    Radiosity

    Radiosity


    What's new...


    1. Help! My computer takes forever to render a radiosity map!
    2. Is AM radiosity *true* radiosity?
    3. Is radiosity working?
    4. Can anyone explain what radiosity is and how to use it?
    5. I don't believe I have heard of anyone getting it to work.
    6. When I attempt to calc the radiosity, it continues until I kill the process.
    7. I usually let mine go for 5 minutes before I stop casting rays.
    8. Are you saying it only works at the model level?
    9. I would have at least thought bouncing off the floor was enough -- hrumph!
    10. Okay, my last stab at it -- I attempted a typical test for radiosity.
    11. I did notice that AM doesn't let you use the same rmp filename for subsequent calcs.

    Does radiosity produce its own shadows? I have noticed that when A:M makes a shadow, it is a perfect outline of the body, but in real life, shadows arent rigid like that, its soft (somewhat blends into the unshaded color).

    Radiosity, if left to calculate long enough, will indeed create its own shadows. However, a more flexible solution is to use Animation:Master's area lights and place them manually where light should bounce. Increasing the number of rays in a light decreases the graininess of its shadows, and increasing its bulb width makes the penumbra softer with distance.

    For most situations I would avoid mapped shadows (Z-buffer shadows, soft shadows, et cetera), as they can yeild ugly artifacts, and really aren't any more physically accurate than plain-old raytraced shadows.

    - Brian "balistic" Prince


    I need help! My computer takes forever to calculate a radiosity map with 250,000 rays, let alone 1,000,000 rays! Is there anything I can do to speed it up?

    The radiosity map file (rmp) is a grayscale picture file only. Instead of waiting forever to calculate more rays just calculate a few, say 250000 rays. Save your project, then goto the directory where the (.rmp) was saved and rename it to "whatever the file is.tga" load the tga file into Photoshop and do a Gaussian blur. Save it, then rename it back to the .rmp file reload your project and render.

    Notice how soft the radiosity effect is!

    Mike Brennan :)


    I don't *think* that radiosity in AM is 'real'. It makes a good compromise, but it isn't true radiosity, AFAIK.

    It's real monocromatic (luminance values) radiosity, -but you are right that it isn't full chromatic radiosity (with the objects reflecting their color as well as the amount of light).

    Glen Crowell


    Is radiosity working?

    As far as we know.

    Radiosity calculates the map and applies it, and the amount of the effect you see is controlled with Global Ambiance on the camera properties panel.

    Jeff, Hash, Inc.


    Can anyone explain what radiosity is and how to use it in Hash? I've looked all over their web site and through eveything I have but I can't find any information... Specifically I'm working on a glass and a beer bottle. Any information would really be appreciated.

    First, I'm no radiosity specialist, but it's basically a technique that takes into account the way light diffuses from surfaces within a scene. The classic test example scene would be a box with a letter box slit in the top and a few primitive objects within, a bright light would be beamed in through the slit. Now with normal rendering techniques, a view inside the box would be mostly dark with a stripe of bright light - with radiosity techniques this strip of light helps illuminate other areas within the box, as it would in reality.

    Now, how to do it in Hash... Build up a scene in a choreography, right click (or Mac equivalent) the choreography icon and select Calculate Radiosity. Go away and have a cup of tea, even cheese and crackers, if your a Wallace and Gromit fan. The longer you wait the higher the quality of the effect. Once you've got bored pop back and hit escape to stop the calculations, you now have a radiosity map! The next step is to select your camera and up the Global Ambiance (try 50% to start). From what I've tried, the radiosity map can be thought of as a global ambiance map for a choreography, so it's more a diffusion of brightness within the scene (ie surface colour is not currently diffused).

    Quick or final renders will show the effect, I've not experimented to see what happens when you start moving things about...

    -GaryM


    Radiosity - I thought I remembered one of the Hash staff(Jeff or Ken) saying on this list that radiosity was working when they asked for submissions of examples of the new 6.1 features for use at Siggraph. To date I don't believe I have heard of anyone getting it to work successfully or posting example images. I've seen it "casting rays" when I tried it, and it creates a file, but I have yet to see an image displaying the effect.

    Radiosity works...once you've created a radiosity map, its intensity is controlled by the global ambience field of your camera...a setting of 100 would be full radiosity...

    Brian "balistic" Prince


    Whenever i attempt to calc the radiosity, it continues until i kill the process -- are you saying i have to set some ambiance with the camera before i calc the radiosity?

    I think I explained this a couple of weeks ago... somebody probably has it filed away.

    You calculate radiosity. When you want to stop, you press ESC (as is says in the Status Bar). The map is automatically applied to the model. Changes to the Global Ambiance value change the amount of effect the map has on the model.

    Jeff, Hash, Inc.


    You can kill the process at any time, and still have a usable rad map...I usually let mine go for 5 minutes before I stop casting rays

    FWIW, it takes at least 250,000 rays to even get an idea of what the map will do to the model.... higher numbers make the map smoother looking, since more rays fill out the map.

    I've gone as high as 14,000,000 at home.

    Jeff, Hash, Inc.


    Hi, thanks Jeff, ignore my msg about how to kill the process. I'm confused now. I tried calc'n the radiosity in the chor for the entire scene. Are you saying it only works at the model level? Calc from a model window?

    No, once the scene is set up, calculate the radiosity in the chor window. It wouldn't do anything in the modeler, since there is no light positions for it to use to generate rays from.

    Jeff, Hash, Inc.


    Damn, can't win for losing (as i always say...) Back to the drawing board -- uh, chor window. I would have at least thought bouncing off the floor was enough -- hrumph!

    Remember that we're using a hybrid radiosity type to make the calculation times bearable.....

    Try making a box, then place the camera and a light inside of it. Calculate the radiosity on there....

    Jeff, Hash, Inc.


    Okay, my last stab at it -- I attempted a typical test for radiosity.

    Unless the ground plane and table were in a room, this was not a typical test for radiosity.

    Remember that radiosity is the simulated reflection of ambiant light. When there is no walls and no roof, there won't be much, if any, light bouncing around.


    I did notice that AM doesn't let you use the same rmp filename for subsequent calcs. Even after i deleted the rad's icon, i still had to use a different name. I also didn't see the files on my HD so i could delete them directly?? Are the previous calcs used along with a new one?

    Radiosity maps are stored in memory. When you save the project, the map is written to the drive.

    Jeff Paries


    Weathering

    Weathering


    1. Does weathering work?

    Does weathering work?

    Weathering has been working. It causes "dirt" to appear on a model with opposing surfaces. This means that if you take a vase and weather it, you'll get nothing or garbage. But, if you have two cylinders (like pipes), the opposing faces (the insides of the pipes that can "see" each other) will become dirtied. Weathering is normals aware. If you have them pointed wrong, it won't work.

    Jeff Paries