New light



  • On 23/09/2013 at 15:22, xxxxxxxx wrote:

    Hey

    I Looping for a light - a Bit of parallel light and Spot Light

    I Need a light wir an Start radius and a angle like a Spot Light

    Has Someone an idea ?



  • On 24/09/2013 at 02:00, xxxxxxxx wrote:

    Not quite sure what you mean, but I would insert a light (Olight) and then change the settings.
    E.g. Light[c4d.LIGHT_TYPE], Light[c4d.LIGHT_DETAILS_OUTERANGLE], etc.



  • On 24/09/2013 at 04:26, xxxxxxxx wrote:

    hey pgrooff,

    for a better understanding I add a image.



  • On 24/09/2013 at 05:37, xxxxxxxx wrote:

    c4d standard light sources have a clipping functionality. add near clip from 0.0 to x.x for your
    spot and you will end up with 'what i need'. writing your own light sources is not possible
    in python.



  • On 24/09/2013 at 05:54, xxxxxxxx wrote:

    The clipping is a near Solution but when The light is in an Objekt it doesn't work because the Light Calculation Star on the beginning - and Not on the clipping



  • On 25/09/2013 at 03:30, xxxxxxxx wrote:

    I have some problems to understand your last reply. If the fact that the origin of the lightsource 
    still remains at the theoretical point of emissions and is not moved with the clipping plane is your
    problem, you have basically two options.

    1. Use a null and live with the overlapping gui lines ( use the null to offset the light along its
    z-axis, so that the origin / rotation point lies within the near clipping plane.

    2. Write a gui wrapper for the light. Create a resource including the whole Olight ressource
    and return in your GVO() just a light object into which you have copied your objects data
    container. In GVO() you can offset the light object along its z-axis to move the origin. In 
    Draw() you can build your light object editor repr. form scratch. You will also have to re-
    implement the handles.



  • On 25/09/2013 at 04:09, xxxxxxxx wrote:

    hope that picture make it more understandable

    the problem is the distance between the clipping and the light emitter - in this case the floor will stop the light -  of course I can exclude the floor and the modell in the Light - Project _ Settings  but that doesn`t work in this case for me - and hundreds of lights



  • On 25/09/2013 at 05:20, xxxxxxxx wrote:

    Ah ok, no I do get the problem. I thought you were just looking for a rather cosmetic fix for 
    the gui repr of a light object. I am afraid there is no solution for your problem, as we cannot
    write our own light source objects. The only solution I could think of would be a hack with 
    some polygonal blocking geometry, either as a simple light rig or as a plugin.


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