Quick Tip – Add Lux To Your Lights (Without Lux)
Here is another QuickTip for those of you who still haven’t procured the amazing Trapcode Suite. Though we advise you get the plug-in yourself, here is a handy little tip to to help generate the look of Trapcode Lux.
Requirements
- Nothing And that should feel good!
Overview
- Core Training Value: You’ll learn how to recreate the look of “Lux” through illuminating a solid and attaching it to a light with some help from expressions.
- Difficulty: Intermediate
If you’d like to get a little more in depth with this technique you can read Satya’s Blogpost.
QuickTip
Download QuickTip .flv
File size 36MB
Tags: Quick Tips
Thanks for the great technique!
cool!
yes, thanks!
really cool thank you
Very cool tip, Keep them coming please!
Very interesting technique! Simple yet powerful! :) Great tutorial.
Thanks, Satya. Well done, sir!
how do you create the logo?
nice discovery! thanks man!
sweet action!
Thanks
great idea!
might be able to use a distance to object command to regulate the z position or intensity of the light in comp 2 to solve the zoom issue…
z position of solid in comp 2: Math.log(light position in comp 1,camera position comp 1)
I haven’t quite gotten the formula to work, so anyone with more scripting experience is more than welcome to finesse this to work better, since I’m just piece-mealing, but my theory is that if you link the camera distance to the light position, you can change light intensity, giving the illusion of a size-changing point.
I’ve got this script in my light on Comp 2, which can get a more experienced scripter started:
decay = -.001;
noFalloff = 200;
C = comp(“Comp 1″).layer(“Camera 1″);
d = length(C.transform.position,transform.position);
if (d < noFalloff){
value;
}else{
value/Math.exp((d – noFalloff)*decay);
}
You can kinda see where this is going. I snagged bits of code off from Dann Ebbert's Light Falloff script to help from here: http://www.motionscript.com/design-guide/falloff.html
It is quite possible to control the z-position of the light in the Light Comp, with an exponential function, like the one you stated above. But, in the end its just complicated for users. There is another method, where one can sync the camera’s in the light comp and the destination comp. It works without the need of any expressions at all, but the solids don’t resize automatically if zoomed out and its again not feasible.
except that I’m not controlling the z-position, at least not in theory, I’m controlling the intensity of the light based on the camera’s assumed proximity to the light. The higher the intensity, the larger the light looks without actually affecting the amount of light being reflected on the plane below.
Trouble is, I stink at math, and I’m only slightly better with motion scripting. I appreciate you taking a look though, and thanks for the tutorial.
It is definitely a good idea to control the intensity instead of the z position. But in theory, when you zoom out the effective radius of the light decreases, but not its intensity. I guess your logic works in many cases, but I intentionally didn’t get into crazy math functions in the tutorial just so that people won’t be confused. But its good to hear someone experimenting ;)
Hell Yeah! Wish I found this first prior to purchasing Trapcode goods…ahh well…freakin awesome to know in case you dont have all your tools for your fix.
Keep sharing the knowledge.
Thanks Satya
Really nice Satya, it’s been a while since you’ve post a tut ^^
Best,
R.
why there isn’t tutorial with After Affects and Blender (3D open soucer software) working together? Do they really work together?
Interesting tip, however perhaps an even simpler method that yields even greater control (you can zoom, pan, tilt, etc with the camera) is to create a solid. Mask with an ellipse. Add whatever color correction and glow effects you need. Then make it 3D and auto orient the solid to the camera.
Example:
http://www.pleasewhisper.com/crap/lightTest.mov
Note – added some fractal noise to the orbs just to illustrate the orientation step a little further.
Forgot to add – copy the position of the lights to the position of the solids.
Ed, I did think of such a method. But when you zoom out, the size of the solid remains the same and it becomes render hog to increase the size of the solid exponentially.
Gotcha. Point taken. All depends on the actual shot needed I suppose and how a camera needs to move. Cheers.
Thanks A lot
Get Trapcode, so much easier, ya know, and looks alot better IMO but nice tuts still can get some cool effects from using this technique! DEF WILL TRY IT OUT!