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.
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