This is the third part of the Tutorial. Some flare behaviour problems from Beta 0.2 have been fixed. All expressions have been rewritten.
Click here if you want to go to the 2nd TUTORIAL - Obsolete! (ULF Beta 0.2)
Click here if you want to go to the BASIC TUTORIAL (ULF Beta 0.1)
Click here if you want to go to the ULF MAIN PAGE
Let's change all controllers:
Position Expression (Secondaries only!):
[ Light.x+(Multi*(CTarget.x-Light.x)),
Light.y+(Multi*(CTarget.y-Light.y)),
( Light.z+Multi*(CTarget.z-Light.z)) ]
The Constant Multi controls the distance of the secondary to the flare when tha camera moves. You have to enter a float constant for each secondary like 0.8, 1.2, 1.5 etc. You can add controls (like the scale control in Beta 0.2) in order to be able to set/change/animate these multipliers. This will be part of Beta 0.3
Roll Expression: (Secondaries, Rays)
length(CTarget-Light)*(Speed-3)/500
length returns the distance between Camera.Target and the Flare, Speed is a variable derived from the new velocity controls. When the number of star points is set to 3, the expression returns 0 and no rotation occurs. Any other value lets the element rotate. You can add different roll controls for Secondaries, Rays, and Streaks. (using the 3 new control shapes)
Scale:
[ length(Light-Camera)/10000*Scaler,
length(Light-Camera)/10000*Scaler,
length(Light-Camera)/10000*Scaler ]
This will make the size of each element fixed as you zoom in/out and let you set the size of the elements, but will not scale the whole flare as in Beta 0.2
You can add the Scaler variable to the Position expression of the secondaries if you wish to have the same effect as in Beta 0.2, or wait for Beta 0.3...
One positive aspect of the new scaling method is that you can simulate Occlusion now! When an object moves in the space between the Camera and the Flare, you can animate the scale settings manually and let the flare fade out and almost disappear behind it...
Click here to download the .MAX scene with ULF Beta 0.21.