Fast Light Effects

| Lens Effects | Glow | Stars | Projector | Volumic Properties | Shards | Render Tree Usage

Category: Light

Shader Type: Light

Output: Color (RGB) value

This all-in-one effects shader can quickly create a variety of light effects.

Lens Effects

Flare File

Defines a flare image file to use. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

You can choose a flare pic file from dozens of types of flares in the Softimage library (%SI_HOME%\Application\phenolib\Shader_Lib\FLARES).

Image View Window

Displays the selected image. You can right-click on the image to access the Image Clip Property Editor. If the image is a sequence, use the playback controls to play the sequence image.

Samples

Defines how often the lights are sampled. Very useful in reducing render times for area lights.

Virtual Radius

Lets the lights fade out along with their flare. Unless 0 is selected, the light is given a virtual radius; i.e., non-area lights, such as spot lights, can be partly obscured by objects in the scene, and the flare is diminished accordingly.

Brightness

Defines the brightness or intensity of the lens flare.

Scale

Defines the scaling/size of the flare.

Aspect

Controls the aspect ratio of the flare elements.

Glow

Glow

Makes the light to glow.

Size

Defines the overall glow size.

Brightness

Defines the glow’s brightness.

Falloff

Controls how quickly the glow’s light falls off.

Stars

Star

Places a star over the light.

Automate

Makes the star automatically rotate as it moves across the camera’s field of view.

Points

Defines the number of rays the star will emit.

Length

Defines the length of the star ray.

Length Jitter

Controls the jitter, or twinkle, of the ray.

Thickness

Defines the thickness of the star ray.

Thickness Jitter

Controls the jitter, or twinkle, of the ray’s thickness.

Rotation

Defines the offset angle to rotate the star.

Brightness

Defines the star’s overall brightness.

Twinkle

Defines a random intensity over time that simulates a flicker or twinkle.

Projector

Projected Image

Defines an image to be projected from the light source (as a projector).

Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

Image View Window

Displays the selected image. You can right-click on the image to access the Image Clip Property Editor. If the image is a sequence, use the playback controls to play the sequence image.

Scale

Allows the map to be resized relative to the lit area. Use this to make the map take up more or less of the projection area. By default, the image is actual size (1).

Rotation

Rotates the projection map. When using a spot light, the projection map rotates about its center (center of the light cone). With point lights, the map is rotated longitudinally (like the earth spinning).

Tile

Tiles the map over the light area. Used when the projection map is scaled down and you wish to avoid having the edge of the map take up the color of the light source.

Volumic Properties

Map Size

Defines the volumic map size. A high value will increase the size of the volumic effect.

Force Volume Shadows

Forces the light to cast shadows in its volumetric effects. This speeds up rendering and lets you keep volumetric shadowing effects.

Allow Transparency

Casts the volumetric effect through partially transparent or transparency mapped objects. When off, any occluding object will completely shadow the volumetric effect.

Brightness

Defines the brightness or intensity of the light effect.

Start Distance

Defines the distance from the light source at which the effect starts.

Inverse Square Falloff

Makes the intensity of the light fall off with the inverse square of the distance; i.e., a very natural effect. When off, the light is constant over the length of the cone.

This parameter applies only to spot lights.

Scaling

Defines the distance before the light intensity is calculated.

Shards

Light Rays

Switches on a ray effect to produce beams, or shards, of light.

Scale

Defines the size of the beams/shards.

Intensity

Defines the strength of the light beams/shards.

Animation Speed

Defines the rate of change of the beams/shards.

Render Tree Usage

This shader can be connected in the render tree as well as the light shader stack. Select the light and click Update in the render tree command bar. Connect this shader to the Light Shader input. The default Soft_Light shader is connected to every light to give it a color and falloff and cause it to create shadows. You can also use a Color Correction, Invert, or any other type of Image Processing shader to fine-tune or alter the light effect. Make sure it is the last shader connected to the Light Shader input.



Autodesk Softimage v.7.5