Version 2.00.158

Lumen Object

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Lumen is a tool for Cinema 4D capable of producing advanced lighting and general purpose cloning. Several attributes of each cloned light or object can be directly varied with the use of shaders and textures.

Lumen also comes with a Skydome object and 4 shaders designed to enhance Lumen's functionality.



Lumen Object - Object Properties

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General Settings




Source Object
This is where you specify the object on which Lumen's clones will be placed. This field will accept all polygon objects and splines, along with most primitive objects and object generators.

Clones
This is where Lumen reports how many clones have been generated.

Frame Update
Always Update
Lumen has an internal caching system which recalculates the cache only when Lumen determines it is necessary. However there are some circumstances where you might need to force an update, for example when using animated materials.

The Frame Update option will cause Lumen to recalculate when it detects that the current time has changed, such as when moving to a different frame during playback, or while sampling sub frames for motion blur calculation.

Always Update will cause Lumen to recalculate when anything in the scene changes. This is useful with some techniques such as when using the new 3D feature of xPoint.




Children


Child Mode
This parameter allows you to choose how Lumen handles multiple child objects.

Index Generates clones of the child object specified by the Child Index parameter, with 0 being the first child, 1 being the second, and so on.

Order Generates clones based on the order of their position within Lumen's hierarchy.

All Children Generates clones of all of Lumen's child objects as a single clone.

Random Generates clones from a child object selected at random.



Child Index
This specifies which child to use when Child Mode is set to Index.
[Only available when Child Mode is set to Index]

Wrap
Turning on the Wrap option will cause Lumen to cycle the Child Index value when the value is set above the number of actual children.
[Only available when Child Mode is set to Index]

Random Seed
Changing the Seed value will cause a different sequence of random numbers to be generated, resulting in a different pattern of clones.
[Only available when Child Mode is set to Random]

Gaussian
Enabling the Gaussian option will cause the random numbers to be generated with gaussian distribution.
[Only available when Child Mode is set to Random]

Connect Clones
This option will cause Lumen to generate a single object comprised of all of the generated clones. This is useful for using Lumen with other generator objects that do not support hierarchies, such as a SweepNURBS.



The following examples demonstrate Lumen's various Child Modes


Index: 0

Index: 1

Index: 2

Index: 3

Order

All Children

Random




Alignment




Align
Setting Align to Source will align the clones to the source object's normals or spline curves.

Align: Source

Align: None


Setting this to None will not alter the clone's orientation.

Axis
This defines which axis should be aligned to the normal or spline curve.


Up Vector
The Up Vector is used to lock the orientation of the clone around the alignment axis. Without this the clones would spin freely as the source object moves. Lumen gives you the flexibility to choose which axis to use as the Up Vector.



Polygon Settings


Mode
The Mode option lets you define where on the source object Lumen should place the clones.

Point Places clones on the points of the source object.
Edge Places clones on the edges of the source object.


Edge Offset
The clone is placed at the center of the edge initially, and the Edge Offset parameter will allow you to slide the clone along (and beyond) the edge.

Polygon Places clones at the center of each polygon of the source object.
Polygon Area Places clones randomly on the surface of each polygon of the source object.


Clones/Poly Max
This tells Lumen the maximum number of clones to place on a single polygon, so if you wanted approximately 1000 clones to be distributed over an object with 100 polygons, you'd set this number to 10.

Seed
Sets the random seed for polygon area placement. Changing this value will result in a different sequence of random numbers to be generated, and will change the placement and distribution of the clones.

Probability
This parameter lets you specify how likely it is for a clone to be placed on a polygon. For example, if Clones/Poly Max is set to 10 and Probability is set to 50%, each polygon would have an average of 5 clones.


Use Selection Tag
Turning this on will limit Lumen's clones to the selection specified by the Selection field.

Selection
By dragging a selection tag into this field and enabling the Use Selection Tag parameter, you can limit clones to the selection tag's polygons, points, or edges.
A selection tag from any object can be used, it does not necessarily have to be from the source object.

Limit
Enabling Limit will prevent the creation of clones below the offset of the axis specified by the Axis parameter.

Axis
This allows you to choose which direction to allow clones to be created. This axis is defined by the source object's local coordinates, not global coordinates.

Offset
The offset allows you to adjust how far on either side of the chosen axis to allow clones.



Spline Settings




Mode
The Mode option lets you define how clones are placed along splines.

Vertex This will place the clones on the spline object's points. Note that Lumen uses the intermediate points of the spline rather than the actual vertex positions.
Count This will allow you to specify the number of clones to be placed along the spline.


The following parameters are only available when Mode is set to Count.

All Segments
Enabling this option will cause Lumen to place the same number of clones (specified by the Count parameter) onto each spline segment.

Segments
If the All Segments parameter is disabled, this will allow you to specify which spline segment Lumen should use.

Wrap
Turning on the Wrap option will cause Lumen to cycle the Segment value when the value is set above the number of actual spline segments.

Count
This parameter should be set to the number of clones you want Lumen to place on your spline.

Smooth Rotation
Enabling this will cause Lumen to smooth the alignment of the clones for a more natural flow along the spline.

Uniform Distribution
Enabling this will cause Lumen to place the clones along the spline using a uniform distribution.

Offset
The Offset parameter tells Lumen where to start placing clones along the spline.


Start
End
These parameters tell Lumen where the clones should start and end along the spline.


Wrap
Enabling this option will cause Lumen to cycle the clones' position if the offset pushes any clones off of the spline.

Variation
The Variation spline allows you to adjust each clone's position along the spline.



Lock Variation
With Lock Variation enabled, the variation will be applied to the clones' position before it is offset, which will keep the variation constant along the length of the spline.



Variations




Here you can enable or disable any variations that affect the clones produced by Lumen. Enabling a group will cause the parameters for that group to appear in the Attributes Manager.

Color
Sets the color of a light or the object color of any other object.
Note that a material applied to an object will override the object color.

See Lumen's Object Color shader

Intensity
Sets the intensity (or brightness) of each cloned light.

Shadow Color
Sets the color of the shadow for each cloned light.
Note that the light being cloned must have shadows enabled for this to have any effect.

Shadow Density
Sets the density of the shadow for each cloned light.
Note that the light being cloned must have shadows enabled for this to have any effect.

Position
Rotation
Scale
Offsets the position, rotation, or scale of each clone based on a user specified range.

Time
Offsets the time of the cloned object's animation based on a user specified range.

Target
Allows you to specify an object for the clones to point to. The texture will determine how much influence the target object has on each clone.

Visibility
Visibility not only allows you to alter how visible a cloned object is, but also allows you to limit the creation of clones to certain areas of a texture.

Lumen Object - Variations

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Common Parameters


The following parameters are common to all variations.

Source
This parameter defines where Lumen will get color information for each variation. Lumen supports all texture mapping modes except Spatial and Camera.
Note that if a variation is enabled Lumen will use the color Black to control the variation until a valid source is defined.

Texture Tag Allows you to specify a texture tag from any object with which to access a material.



Texture Tag
This is where a texture tag should be dropped when the Source parameter is set to Texture Tag.
Source Texture This will use the color information from the source object if a texture tag exists on it. Lumen will always use the first texture tag it finds on the source object.

Material This will allow you to specify any material in the document for Lumen to use. The material does not have to be assigned to any object.



Material
This is where a material should be dropped when the Source parameter is set to Material.
Inline Shader This will allow you to choose and edit a shader directly from the Lumen properties.



Shader
This is the standard Shader control found in a standard material. A shader can be specified here to use for the variation.


Channel
When using any source except Inline Shader, this is where you specify which channel to use for the variation.

When using Inline Shader or Material as the Source, the parameters Projection, Offset, and Length can be used to adjust the virtual texture mapping.

These parameters are the same as those found on a texture tag, with the exception that Spatial and Camera mapping are not available.

When using a spline as the source, texture information is gathered from a 2D representation of the shader. Lumen uses a row or column of samples to represent the color along the spline.



Texture Offset
This parameter controls which row or column of the shader to use. At 0% Lumen will use either the top row or left column, at 100% Lumen will use the bottom row or right column.

Orientation
This parameter lets you define whether to use a row or a column of samples.

The following images demonstrate the use of the Texture Offset and Orientation parameters.


Orientation: Horizontal

Orientation: Vertical

The red lines mark which row or column will be sampled at 0%, and the blue lines mark 100%.





Color/Shadow Color


Adjust Saturation
This allows you to increase or decrease the saturation of each clones assigned color. For lights this can be especially useful for adding richness to the objects you are illuminating.



Intensity/Shadow Density/Time/Target/Visibility




Value Source
This parameter controls how Lumen determines the percentage to use for the cloned light's intensity.

Setting this to Average RGB will take the average value of each color component, otherwise Lumen will take the value of the specified color channel.

Invert
Enabling this option will cause Lumen to invert its calculations, for example darker texture areas will yield a brighter light intensity.

Scale Intensity (Intensity Variation only)
Enabling this option will cause Lumen to calculate the maximum intensity of a light. Lumen will then attempt to use this information to equalize the brightness of all of the lights to prevent your scene from being too bright.

Editor Multiplier (Intensity Variation only)
Render Multiplier (Intensity Variation only)
These parameters let you adjust the brightness assigned by Lumen.

With multiple lights the combined intensity can easily blow out your scene. So instead of darkening your source shaders you can simply decrease the Render Multiplier value to lower the overall intensity.

The Editor Multiplier only adjusts the intensity in the editor view, not for editor or picture viewer renders. So by increasing this value you can make dim lights easier to see in the viewport.



Position/Rotation/Scale/Time


Min/Max
These parameters allow you to set the range of each variation for each clone.

For Position, Rotation, and Scale the XYZ values are derived from the corresponding color component of the sample for each clone.

X = Red
Y = Green
Z = Blue

Uniform (Scale Variation Only)
Enabling this option will allow you to enter a single Min and Max value for the scale, rather than three values for each.

Position Variation




Target




Target Object
This is where you can specify an object that tells Lumen which direction to point the clones.

Axis
This parameter allows you to choose which axis of the clone should point to the target object.

Up Vector
This allows you to lock the orientation of the clone to either a specified axis or an object's position.



Visibility




Mode
The Mode parameter determines if the Visibility variation controls actual clone visibility or just the creation of clones.

Visibility This will cause Lumen to add a compositing tag to each clone with it's Visibility set to the value derived from the variation's texture. In addition it allows you to limit clone creation to a specific area of the texture.
Existence This is identical to Visibility mode but without assigning a compositing tag.


Min. Threshold
Lumen will not create clones where the texture value falls below this value.

Max. Threshold
Lumen will not create clones where the texture value falls above this value.

The Threshold parameters allow you to "clip" the cloning based on the texture intensity.

Scale Visibility
Scale Visibility will cause the visibility range to expand to match the Min and Max Threshold.



Lumen Skydome - Object Properties

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The Lumen Skydome is an object designed to easily produce a full light dome setup. The only step that is necessary is to assign a texture to the Skydome object. Skydome works by creating a virtual Sphere, Sky, Lumen Object, and Light, so most of the parameters of this object are identical to those found in Lumen or a light object. For more control you can make the Skydome editable at any time, which will give you access to all of the virtual objects.

Note: If you apply a compositing to the Skydome object it will be transferred to the virtual Sky object.






Object Properties




Radius
This parameter sets the radius of the virtual sphere that Skydome uses as the light's source object.

Density
This adjusts the density of the virtual sphere which in turn adjusts the number of cloned lights.

Limit Horizon/Horizon Offset
Identical to Lumen's Limit parameters, but automatically set to Y+. This is useful for preventing lights from being generated below the floor.

Light Color Channel
This lets you specify which channel of the Skydome's texture to use for the Light's color.

Light Type
This determines which type of light to generate. The choices are Omni and Spot.

Set Intensity
This will allow you to choose whether or not to set the light's intensity.

Disabled The lights intensity will be left at 100%. Only the color will have an effect on the brightness.
To Value This will allow you to specify a brightness for the lights. Each light will have it's brightness set to the specified value.

Intensity
This parameter determines the brightness of the light source.
From Texture This will allow you to specify a channel of the Skydome's texture to use for the Light's intensity.

Intensity Channel
This lets you specify which channel of the Skydome's texture to use for the Light's Intensity.

Multiplier
This value will be multiplied against each light's brightness, allowing you to easily scale the overall brightness. Skydome utilizes Lumen's "Scale Intensity" option, which means that this value should not have to stray too far from 1.


Limit Lights
Threshold
These options activate Lumen's Visibility variation. This allows you to specify a brightness threshold that will be used to limit the creation of lights. Using these options will cause Lumen to only place lights that correspond to areas of the texture that are brighter than the Threshold parameter.



Sun




Sun Object
Any light object can be specified here and Skydome will force it into the position defined by the Radius, Azimuth, and Altitude parameters. Typically this will be an Infinite light, but any light type can be used.
Note: Skydome does not alter any of the Sun Object's parameters other than position and rotation.

Azimuth
This parameter will rotate the Sun Object around the Skydome's horizon.

Altitude
This parameter adjusts how high the Sun Object appears in the virtual sky.



Details




Use Inner
Identical to the Use Inner parameter of a standard light object.

From the Cinema 4D manual: This option lets you enable a brightness falloff at a light's edge.

Inner Angle
Identical to the Inner Angle parameter of a standard light object.

From the Cinema 4D manual: Within the Inner Angle area, the luminosity value of the light source is 100%. From the Inner to the Outer Angle the luminosity value falls from 100% to 0%.

Outer Angle
Identical to the Outer Angle parameter of a standard light object.

From the Cinema 4D manual: Adjusting this value will define how large the light will be in total. The Outer Angle value indicates the limits of the light source's luminosity.

Contrast
Identical to the Contrast parameter of a standard light object.

From the Cinema 4D manual: The intensity of a light source on an object is not dependent on the distance of the light from the object (unless you explicitly adjust its falloff), but rather on the angle at which its rays hit the object. If a ray hits a surface at an angle of 90, the surface is illuminated with the light's maximum intensity (taking any falloff into account). As this angle (called the angle of incidence) decreases, the strength of the illumination decreases as well. Therefore, in an average scene, a soft transition is normally seen on any lit surfaces. The Contrast value controls this transition.

Saturation
The Saturation parameter can increase or decrease the saturation of each cloned light's color.

Lights Visible
Enabling this option will allow you to see the cloned light objects in the editor viewport. This has nothing to do with a light object's visibility in a rendered image, but only the viewport display.

Show Cone
When using spot lights, enabling this option will allow you to see the cones specified by the Inner Angle and Outer Angle parameters. Like the Lights Visible option, this has nothing to do with a light object's visibility in a rendered image, but only the viewport display.

Specular
By disabling this option you can prevent the cloned lights from producing specular highlights on any objects they illuminate.



Shadow




These options are all identical to the Shadow options in a standard light object. Please refer to the Cinema 4D manual for information on these options.



Lumen Streak

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This shader is a specialized gradient shader that has easy animation and repetition controls.

Color
This parameter allows you to specify the gradient to use for generating the shader's image.

Mode
Below are images of all of the different Streak Modes


Horizontal

Vertical

Diagonal

Reverse Diagonal

Radial

Circular

Swirl
 


Animation Speed
This parameter controls how fast Streak will cycle. The animation speed is scaled relative to the number of repetitions.

Repetitions
This controls how many times the gradient pattern is repeated.



Lumen Object Color

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When a material is applied to an object, it will override the color assigned to that object by Lumen.

This shader will allow you to overcome that by using that same object color in any channel.

There are no editable parameters for this shader.




No material is assigned to Lumen. Lumen sets the object color.

A material is assigned to Lumen with a SoftEdge* shader in the Normal channel. The object color set by Lumen is overwritten.

* SoftEdge is part of the EdgeShade plugin and is not included with Lumen.

Lumen's Object Color shader has been loaded into the Color channel, restoring the color originally assigned by Lumen.
 




Lumen xPoint

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xPoint is a shader that will enable you to create 2D or 3D points of light and much more. When using xPoint in 3D mode you can track any object and xPoint will create a 3D point centered at its position. Multiple xPoint shaders can be combined with the Layer shader by setting each xPoint layer's blending mode to Add.





2D Parameters




Radius
This controls the size of the point.

Aspect Ratio
This parameter controls the aspect ratio of the point. Setting the Aspect Ratio to 2 can help avoid stretching when applied to a sphere.

Position
This control allows you to easily adjust the point's position.

Wrapping
This option controls how xPoint behaves if a point is placed near the edge of the shader.

When wrapping is enabled, the parts of the point that are cut off by the edge of the shader will continue on the opposite side.



3D Parameters




Shape
The Shape parameter controls the shape of the 3D point generated by xPoint.

Sphere Creates a 3d spherical point specified by the position and radius.
Linear Creates an infinite plane along the specified axis with a user specified width.
Cylinder Creates a cylinder along the specified axis with controls for radius and height.


The following images demonstrate the different xPoint shapes being used by Lumen's Scale variation.


xPoint Off

Shape: Sphere

Shape: Linear

Shape: Cylinder


Radius
This controls the radius of the 3D sphere or cylinder point.

Width
This controls the width of the linear plane.

Height
This controls the height of the 3D cylinder.

Type
The Type option lets you specify a position in world space where the point will be located. Any object may be specified here as well, allowing you to align the point to any object in your scene.

Position With Position selected you can specify a coordinate in 3D world space that is used for generating the 3D point.
Object With Object selected you can drag an object into the Object field and xPoint will track its position and orientation.




Lumen Shadow

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Shadow is a shader designed to draw shadows on transparent objects, but may be used in any material channel. The shadow calculation takes into account the originating light's Intensity and Shadow Density values to produce a value that is directly related to the shadows opacity. Shadow Color information is ignored.


Total Shadows
When Total Shadows is enabled, Shadow will use the sum of all shadows as its opacity. Otherwise Shadow will divide this sum by the number of lights that are creating the shadows.


Total Shadows: On

Total Shadows: Off


Darkness
This option controls the overall darkness (or opacity) of the shadows being drawn.

Invert
Shadow is designed to be used in the Alpha channel, so rather than drawing the shadows themselves, it draws the shadow's "opacity" which will appear white in other channels. This option inverts the value of the shadow output so you can use it in another channel (such as the Color channel) and get black shadows.

Enable Clipping
Enabling this option will allow you to clip (or limit) the shadow opacity to a user definable low and high range.

Low Clip
This parameter defines the lowest level at which the shadow will be clipped (or cut off). Values below the percentage in this parameter will be clipped to black (or white if the Invert option is active).

High Clip
This parameter defines the highest level at which the shadow will be clipped (or cut off). Values above the percentage in this parameter will be clipped to white (or black if the Invert option is active).















Credits and Thanks



A big thanks to the following people who helped to not only test out Lumen 2, but to make it a better tool:

Bryan Leather

Chris Luke

Eric Gooch

Jeff Andrews

Jim Sphar

Markus Wissinger

Richard Squires

Ronald Davis



Thanks alot guys!













Copyright 2009 Montesano Development, LLC