Softimage|XSI Highlight Script

or how to place precisely
a specular highlight on a surface

Highlight.v0.2.vbs - 7kb

Scenario
One of the strongness of virtual lightning is to be able to avoid real world constraints from a set.
 
Here, we want to place precisely a 'specular highlight' on a surface.
 
Thanks to the power of the Softimage XSI constraints, I've created this little script wich will help us to place this specular highlight precisely with the help of a null constrained on the surface of an object.
 
It's possible to use this technic even with polygonal objects by 'ShrinkWrapping' a nurbs surface around it.

Note:  With this new script version, you can now 'Pick' an object at creation time, wich will be constrained at the light place, for you to be able to control its point of reflection on the targeted object.

Script Installation

First, open the 'Browser' and select the folder where the script is.

Switch from the 'Toolbar Panel' to the 'Palette' and the 'Custom Script Panel'.

'Drag & Drop' the script file directly to the 'Custom Script Panel'. The 'Add Script Command' will open.

Enter the name you want to see on the button in 'Command/Button Name' and the name wich will be use for script command in 'Command Name For Scripting'.

The Script and his button are now installed and ready to use.

Tutorial

Create a primitive 'Surface->Sphère'.

With the sphere selected, click on the button we just add.

Note:  You have to select only one surface object. Else, the script will stop and will inform you. Same if you've selected a polygonal object.

Surface: ( read only ) A reminder of the surface name you selected. light_LightBox, light_Neon, light_Point, light_Spot: Choose the type of light you want to create. PickObject: To be able to 'Pick' an object for reflective effects.

After you made your choices, click 'OK'.

The setup is created, and the constrained null 'Property Page' is opened for you to be able to control its position ( the 'Highlight' ).

In the 'Explorer' you will see that the script has created a hierarchy, child of the selected surface, named '[name_of_object]_highlight'. The root of the hierarchy is the null that we use to control our specular impact.

Play with the 'U Location' and 'V Location' parameters to place the specular impact where you want to be.

Of course, you can animate these parameters.


[rev. 03/12/01 - d/m/y]

Copyright ©2000-2001, Guy Rabiller