Mark Jeffers - Radiant Light Sources
Simulating Radiant Light Sources with trueSpace
One feature that trueSpace lacks is the ability to display light sources
as visible/renerable objects.
The ability to render light sources as visible objects is a key component
of many of the CGI sequences you see each week in television shows like Babylon 5, Seaquest
DSV, Deep Space Nine and Space Above and Beyond (to name a few) that use
Lightwave and other similar 3D packages that DO have this ability.
I've discovered one work around that allows you to simulate this effect in
trueSpace. The following tutorial
will demonstrate how you can simulate radiant light sources with a simple
ploygon in conjunction with a local
light source.
Suggested Environment:
BACKGROUND - BLACK
LIGHTING - Delete Default Lighting and replace with a Single infinite
source that is above the grid plane on the Z axis.
CREATING THE LIGHT DISK
1. Start a new scene with the above paramenters. If you are
unsure how to change these parameters refer to the
Terrain
Tutorial (in the section that covers lighting).
2. Choose the Regular Polygon tool and set the number of faces
to 32 (to vary the effect you may alter this
number. Lower numbers will result in a more faceted outer radius, higher
numbers will result in a smoother
outer radius when rendered).
3. Once you have your settings the way you want them, create a
circular polygon like this:
4. Next use the Quad Divide tool to divide the circular polygon like
this:

PAINTING THE LIGHT DISK
So far all we have is a sub-divided polygon. To transform this into something
that we can use to simulate the radiant glow of a visible light source we
have to do a little object and vertex painting.
5.. Right click on the active paint tool to activate the material
controls dialogue boxes.
6. Deactivate any procedural
or bitmap textures by left clicking on the appropriate icons. Also turn
off metal shading and choose phong shading.
7. Set the Ambient Glow, Shininess, Roughness and Refraction controls
to zero. Set the Transparency
control all the way to 100.
8. Paint the disk with the Paint Object tool. This will make the
wire frame of the disk disappear.
To restore the wire frame press the Wire frame Display button.
9. After you have activated the numerical dialogue boxes enter the
following:
(Note: By right clicking on the material controls you will activate a numerical
control dialogue.
The same holds true of the material color dialogue.Using the numerical controls
allows us to communicate color settings without the necessity of having to
trade material libraries or scene files).
Ambient: 1
Shine: 0
Rough: 0
Opacity: 1
Refract: 1
10. Using the Paint Vertices tool paint the intersection in the center
of the circular polygon.

Below are a few personal samples using this technique:

Notes:
In the above scene the asteroids were created using the techniques mentioned in the Terrain
Tutorial
, only this time they were applied to sphere primitives. The texture maps are basically differing shades of gray with the orange (orange.tab) texture
that comes with trueSpace applied. To get a larger disk in the center of the glow to simulate a sun/star a second
disk was placed in front of the "glow disk" and painted white. The main lighting comes from a single infinite source placed behind
the moon and asteroids. The star background is the same one that was used in the Planet tutorial.
Download a Copy of the above Scene

Notes:
In the above scene the radiant light disk technique was used to simulate the engine flare. The light disks were used
in conjunction with two local lights to simulate the light generated from the exhaust glow. The main light for the scene is
a single infinite source. The model itself is basically a collection of "borrowed" parts. If the engine pods look really
familiar it's because they are the top section of the Babylon 5 space station model. This section was duplicated and
reversed for the second pod (Babylon Squared ?) . A simple sphere primitive was stretched and placed in between the two pieces of the
Babylon 5 superstructure and there you have it - nearly instant spaceship.
If you have any questions, comments or suggestions for future tutorials drop me a line.
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