There is a vector output to add “gobos”
The vector uses the normals texture coordinates with a little correction so that it does not “curve” the blades.
It uses light nodes so will only work in cycles.
The node group has control sliders for each blade (Intrusion and angle).
If you do not want the distance falloff you can add a “light falloff” node to the strength set to constant.
I’ve been looking for an elegant way to do shutters for AGES! This looks great, i’ll have a play with it. I wonder if you could get it to reference LEE filter numbers too…?
There is a reference list of wratten filter.In the list you can see filter nr and its transmission values.you just need to put in the transmission values of the primarys lamda wavelengths.
Ie.RGB wavelengths are roughly (650,550,450nm) the search its transmission values in the list and put it as linear RGB colors.
Example Filter No.1
At wavelength 650 for red you have 0.907 transmission
at 550 for green you have 0.899
and at 450 for blue you have 0.874
these are the linear values you can put into the rgb transparent shader for filtering or for color multiply in compositing.
Not sure what you mean with conserve.You can try the Filter with Agx or other tonemapper and you can see how it looks.
Typical these filters are as gel filters with lighting (like you setup) or in front of the camera lens.(you can simulate this to use a plane with transparent shader material in front of the cam).But for image grading maybe its best to do it in compositing if you want to try different filters.
I have made my own testings to get the “Ring” movie look.with these filter transmission values used in the movie.
Notice i have pre multiplyed the EXR file at the beginning.This is important to simulate that the filtered light intensity gets afterwards tonemapped like with a lens.
Vs.if you filter you image at the end,then the whole image even the white highlights are filtered,if that makes sence.
The filtering should be physical correct from the percentage transmission.What tonemapper you choose its up to you.
As said, you can pre filter in compositing before the tonemapping,then you get the highlight desaturation.
Or you can filter the image at the end after the tonmapping,then everything gets filter multiplied even the white values.