Is there any way to make the ambient color brighter near the DL but keep it the same everywhere else?
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Is there any way to make the ambient color brighter near the DL but keep it the same everywhere else?
glue a pointlight over your rider/bike somewhere so that it follows you on the DL?
Have you tried setting an area condition to the riders position?
https://youtu.be/gYCAAi9UQ-cYou can make a Interval trigger set interval to 1 tic
Choose even filter OPE
Take a Vector info object and chose the riders head as the source for the vector info.
Open the OPE select the Position.X from the Vector info Repeat with the other two.
And then select the light you want and then set that as the target off the OPE.
Now that light goes where the rider goes.
But all this places the light in the middle of the riders head which might not be what you want?
Then you add two more things to this set up. An object info data source and a two input operator
So with those you take the OIDS and set it to Y and select the Vector info object to get the Y value.
Then you take the TIO and set the operand 1 to the OIDS. And the other operand to the value above the rider you want to add to that number.
Lastly you go into the OPE and select the Y value and set it to the TIO instead.
So it looks like this
Short Video showing it.
This technique can be use for lots of stuff. Like blood effects emanating from the rider for instance?
Thank you for the vid and explaining everything this looks extremely useful
The ambient color seems so much crazier then fusion did floors and indoor walls always have different shade of color?
You might also need to change the reflection map, I noticed this can have a big influence.