Hello,
I am fairly new and starting to work with Keyframes.
I have about a hundred lightbulbs that I want to light one after another.
Any suggestions or tutorials as to how to do this?
I am fairly new and starting to work with Keyframes.
I have about a hundred lightbulbs that I want to light one after another.
Any suggestions or tutorials as to how to do this?
I am sure that there are MUCH SIMPLER ways to do it than this:
Assuming your light bulbs are arranged along some path, create a curve that connects them and give it some geometry:
give all of your light bulbs the same Geometry Nodes modifier, which computes the distance to the curve geometry and sets a new attribute “Light” to 1 for all vertices if some vertex of the mesh comes close to the curve geometry
Use the “Light” Attribute in the shader setup:
As you can see, only those objects close to the curve geometry are lit.
use the Start/End controls in the curve to define which lights are on:
You can animate the start/end values of the curves with keyframes (not shown)
Light_on_Curve.blend (112.4 KB)
Again, there are probably much simpler ways to to this, but I am too stupid to come up with one.
Another way- give them all the same material, an Emission shader with the strength connected to a Color Ramp set to Constant. Into that Color Ramp, plug a Math node set to Multiply. Input 1, connect a Separate XYZ node. Whichever direction the lights are - X, Y, or Z, use that. Lastly, connect the Separate XYZ to Object Info > Location and crank the second multiply input up as needed. Add an Math > Add node between the Separate XYZ node and the existing math node. Put #frame in the second input of that Add node
Moved to Animation and Rigging.
Light objects, or just meshes with emission shaders?
I am lost after math plug in set to multipy.
https://drive.google.com/file/d/1DwVi3PvA3rvd0_fAN-Utl-9ykW397Tdl/view?usp=sharing
Okay, so emission mesh. Here’s what I would do:
Test:
To control the timing of the lights precisely, we can just edit their UV coordinates. Because the UV coordinates for each individual light have been shrunk to a single point, each will light up all at once. Here, because I am dividing my frame count by 250 and comparing to a UV.x in the 0,1 range, all lights will light up over the course of frames 0-250.
First of all, Thank you All Very much for you taking the time to reply to my post.
OK I am apparently too new to this.
I am trying to accomplish any of these suggestions with no luck yet.
At this point I am not able to view my bulbs in UV Editing. Anyone know why this is?
You haven’t unwrapped them- select all, edit mode, U > project from view
Anyone open to zoom Tutoring with a project a little more indepth than what I have posted here.
What would the cost be?
Currently I have been creating my objects in sketchup then importing to blender.
My goal:
Along with this post.
I will also have text filled with bulbs that I would like to have speratic lightbulb flashing. Also the entire text with flashing bulbs to rotate on z 360 degrees.
You can make a post in #jobs:paid-work if you want, but I don’t think you need it. Bandages provided a step by step tutorial already, if you follow it you’ll get what you’re looking for
This is where i get lost.
Not understanding this step
I create a value node in the shader. In the value field, I type “#frame”, no quotes, which creates a driver for that value node, such that the value node outputs the current frame count. I use math to compare this with the output of a UV map node’s separated X channel (with UV map->separate XYZ.)
bulb on curve.blend (1.0 MB)
This shape was imported from sketchup.
How to i convert this to a curve?
I want to array the bulb on that shape of a curve.
It says it is a face.
I try to right click. Convert to curve.
You managed to convert it to a curve, the objects name is ‘Face 1.001’ which is a little confusing.
I set up a quick geometry nodes setup to array the bulbs on the curve. First I applied the scale of your curve by pressing ctrl+a in object mode, then I added the nodes as shown:
to get this result:
bulb on curve-gn.blend (1006.6 KB)
let me know if you have any other questions
This is Great!! Thank You!
is there a way to set the bulbs on the outside of the curve? So that they are just touching it.
Sure thing, first, I modified the bulb object so its origin is at the bottom of the bulb, rather than the center:
Then I added a normal input node, plugged through an align euler to vector node as the input for the rotation parameter on the instance as points node:
tada:
You can then adjust your bulb mesh as needed if you want to have your bulb stood off further from your curve.
Wow, after numberous tries. I finally accomplished this.
Thank You Very Much for your help.
Great way to understand some geometery nodes as a beginner.
Now I am going to attempt to illuminated them on this curve.