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Emulating LED screens?
Posted by David Ormsby on September 21, 2005 at 4:32 pmI’m working a project that is going to have the Barco MiPIX modules on it. This is an LED diplay unit with small groups of LEDs spaced about 3 inches apart.
https://www.barco.com/events/en/products/product.asp?element=2039
My challenge has been making them seem bright enough. Prior to C4D, I had used a couple of packages that had allowed turning objects into lights which would have worked I think – and in C4D I have tried various settings of of the luminence and glow channels but this still has not quite hit the mark.
Any thoughts would be greatly appreciated.
Lennart Wåhlin replied 20 years, 7 months ago 3 Members · 8 Replies -
8 Replies
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Björn Marl
September 21, 2005 at 5:41 pmHi,
with 9.5 you can use area light to turn polygon objects in lights.
Cheers
Bj -
David Ormsby
September 21, 2005 at 6:43 pmJeez, I just finally anted up for 9.1 – is 9.5 even out yet?
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Björn Marl
September 21, 2005 at 7:27 pmYes, it is beeing shipped for well over a week now.
Cheers
Bj -
Lennart Wåhlin
September 21, 2005 at 10:20 pmI produced content for that system earier this year 🙂 In Ukraine for the EurovisionSongContest. Yes they are bright, very bright.
The way I did pre -production preview was to use DiClooner for mass duplicating square parallel lights placed on planes. Put the content as texture and the lights showed the content as it would later look using MiPix.
Cheers
Lennart -
David Ormsby
September 21, 2005 at 11:31 pmThat sounds interesting –
what is DiClooner?Did you just stretch the texture to cover all the lights in each frame? Did you need to have the lights set to volumetric to see the texture?
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Lennart Wåhlin
September 22, 2005 at 11:55 amDiClooner is a multitask plugin by https://www.remotion.de.vu/.
I applied the the texture on the planes and the lights then take the color from the polygon it is duplicated on.
You can use primitives as well.
Volumetric square lights with “No light emission” then a second set of regular open spots (on a less subdivided plane) that also takes
the color from the same texture. These are not visible but cast the light out in the scene.Cheers
Lennart -
David Ormsby
September 22, 2005 at 10:34 pmLennart
Thanks for the lead –
I DL’d a demo of the DiTools (very cool btw). Was able to easily create the array on the plane, but I am having no luck getting the texture to appear. I’ve tried color only, transparent only, combinations of that, different mappings….
What’s the trick?Thanks for all your help.
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Lennart Wåhlin
September 22, 2005 at 11:08 pmWith DiCloner you add the material to any object in the ObjectManager.You can put it on the DiCloner Object so you know where it is or on the plane to be used. It doesn’t “do” anything to the DiCloner Object.
You then drag that textureTag from that object into the TextureField of DiCloner.
To be clear, you don’t drag the actual Material from that MaterialManager. You first have to make a textureTag from it.In the Texture settings of DiCloner there is a dropdown thingy where you specify what channel you want to use. So if you have put your picture in the Color channel in the Material to start with, use Color channel, it’s the default as well I think.
You might have to adjust the projection of the material to make it look OK.
Temporarely disable the DiCloner and you’ll see the material on the plane.There is another plugin that is more targeted for lights called LUMEN. Found at http://www.3dattack.com. It is very good as well.
(Even thou DiClooner can do most of it )Cheers
Lennart
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