Overcaster
Overcaster Spot
(OC_Spot.lsc)
This is the most versatile of all Overcaster lights. OC Spot can
be set to look like a spotlight, area light or linear light, depending on
the settings. If the current camera doesn't have motion blur set
up, the script will set up a requester where you can set up motion blur
and anti-aliasing (Overcaster needs motion blur to work).
If there are no objects in the current scene, the script will add a
null. This is because if the first object in the scene has sliders applied,
the scripts will fail to apply the sliders plugin to the current mixer
object.
When
you run the script, a following requester will appear (If running from the
hub, as many times as specified):
The settings are quite self-explanatory. The Script will
attempt to suggest you an unique name for the morph mixer control object,
but you can name it manually if you wish. In this document, it will be referred
to as the Spot_mixer object.
There are four resolutions to choose from.
1. EZ
Choosing EZ will set up a single distant light with spinning light
trick. All light properties are set up like with any regular light. Only slider
control is shadow softness.
2. Normal
This is the same as in previous version of OC Spot. The script
will set up one set of spinning lights. There are separate lights for diffuse
and specular shading, as well as shadows. The shadow quality is the same as
with the EZ version.
3. Double
This option will create two sets of spinning lights.
4. Quad
This option will create four sets of spinning lights.
Choosing the correct resolution depends on your scene. Doubling
the amount of lights roughly equals doubling the amount of AA passes when
quality is concerned. The softer the shadows, the more quality is needed.
In some scenes, more lights but less AA will render faster, in
others the opposite.
Shadow type and
resolution, as well as intensity falloff can now be set. If the script is
run again while Spot mixer is selected, these settings can be modified
The Spot can be controlled with sliders. Another option is
an endomorph mixer, found in the Spot_mixer object's properties/deformation
tab.
The sliders let you control the diffuse and specular properties
of the Spot separately. There is two sets of specular lights - both can
be adjusted separately. The color setting is self-explanatory. Specular offset
will tint the specular highlights. You can also
control the color, density and softness of the shadow. The cone controls
are the same as in LW - one percent represents one degree. Shadow softness
will also affect the cone soft edge.
Only the diffuse part is previewed in OpenGL.
Move and rotate the Spot_mixer object to aim the light as
you would any regular spot light. Do NOT move or rotate the light itself.
If you wish to look through the light while rotating, use
Spot_OpenGL light - other lights in the rig may behave erraticly.
Scaling the Spot mixe in Z axis adjusts the light's range - the object acts
as a proxy preview in OGL. The lights are targetted to the tip of the Spot
mixer. The outer circle shows the path the lights follow when spinning. This
is very similar to the size of an area light. You can scale the mixer object
in Y and X axises to adjust the softness of the light. If shadow softness
is reduced, a circle will show the path the lights follow. If specular softness
is reduced, a dotted ring will show the path for the specular lights.
One set of specular lights is always ignoring the spinning
setup, and will shine with hard specularity. This way cool specular highlight
effects can be obtained.
On the right: blue hard speculars and red sof speculars.
Soft, dim diffuse light. The ambient done with OC Ambimage.
The Spot rig can be completely removed from the scene by deleting the Spot
mixer object and it's descendants.
PlugPak 1.0 notes
Only endomorph mixer slider controls are available, not the LightWave
sliders. There's only one resolution available. The shadow type setting
is not available.
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