Overcaster

Overcaster Window

(OC_Window.lsc)

As the name suggests, this rig simulates a window. The light's motion has changed a bit since the previous version. The result is now rather similar to lightwave's area lights. Allthough OC Spot can also be used to simulate an area light, OC window gives better results when the light area is big in relation to the scene.

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 Window_mixer object.

There are two resolutions to choose from.

1. Normal
This is almost the same as in previous version of OC Window - there has been a slight change in the light's motion paths. The script will set up two sets of lights. There are separate lights for diffuse and specular shading, as well as shadows.

3. Double
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 Window mixer is selected, these settings can be modified.

The Window can be controlled with sliders. Another option is an endomorph mixer, found in the Window_mixer object's properties/deformation tab.

The sliders let you control the diffuse and specular properties of the Window 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..

Only the diffuse part  is previewed in OpenGL.

Scale the window mixer in Y nad X axises like you would scale LightWave's area light, to adjust the area where the light shines from. Move and rotate the Window_mixer object to aim the light as you would any regular area light. Do NOT move or rotate the light itself.

If you wish to look through the light while rotating, use Window_OpenGL light - other lights in the rig may behave erraticly.

Scaling the Window mixe in Z axis adjusts the light's range - the object acts as a proxy preview in OGL.  The light will shine from the flat, windowlike box towards the tip of the mixer.


The Window rig can be completely removed from the scene by deleting the Window 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.