I am trying to get the spotlight/search lights done for my project…
I have been trying to use a single vertex as a halo for glow and s apotlight with “halo” and a tracking constraint to line up the beams…
My question… does this look right?
Is there a better way of doing this?
Is the beam of light passes across my “nerf bar” on the front of my sub, shouldn’t I see a break in the light? Kinda like playing with a laser in a smoke filled room and running your hand thru the beam???
Should they be stronger or am I close???
Thanks gang… I tried doing a search but got really frustrated trying to find something like this…
I would say that your spots look pretty reasonable.
The only thing that stands out to me is your shaders in your materials. They look pretty plain. You might try downloading one of the free materials librarys and messing around with some of the materials settings using one or more of those as a base.
Haven’t even really gotten to the textures yet… I want to get the whole model finished and rigged with lights and everything…then I’ll worry about the textures etc…
I am just not sure on the spots…
It seems to me that something is not quite right with them… the roll bar on the front should break up the light or at least cause a shadow… and doesn’t look right…
If your beam dissapears, it means that there’s an object “blocking” the light beam. Make sure that the “lens” or the “glass” part of your lamps have a material that don’t cast shadows (desactivating shadowbuf will do it I guess)… This means that the shadow buffer won’t take these objects into consideration when casting shadows…
Another thing, setting halostep to 1 will produce extremely precise “shadows” on the halo, but it will take longer to render, to try if your effect works, just render with halostep set to 12… or 8…
Whatya think? It seems the beams are now kinda broken by the crossbars… like wise, I adjusted the position of the sigle vertex halos and adjusted the lenses so that the shadbuf is turned off so the light can now pass thru???
yes a water environment is a must… I have looked at the “Bongo’s Environment” tutorial and a few others… will start working on the “undersea” look soon…