You could do this with partial masking/ partial transparency layers. There are probably better ways to achieve this with After Effects or alike but it would be possible somehow in SC i am sure. You have to draw the highlights as transparency mask and move it around to your likes - tedious process i would guess.

Hi Tiger,


For the flicker the best would probably be to use 2 seperate elements for the drop shadow and the actual element. If you trigger the Hide Element feature you will be able to animate your shadow separately from your original, therefor allowing you to animate both independantly.


As for the Clipping effect what you put in the Mask folder will the zone through whichl you will see what you put in the effect.


Best regards,


Ugo


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I am having the same issue. Ive tried to render the effect as well as to try various Strobe Operators but nothing seems to work. Do you have any additional troubleshooting steps that I should try or a different effect that works like this one? Thank you.

I just ran into this problem but I didn't really do anything other than here are my settings that I ended up using. Settings: 50% blend, duration 0.20, period 0.40, random strobe probability 75%, makes layer transparent, Operator Screen, seed 0. It seems like it was the probability number that was giving me trouble. Once I moved that up the effect starts showing. I also did NOT have to render after every change.

Encoutnered the same problem. Solution to my problem was that the clip was at 50% speed. To fix I just exported the individual clip brought it back into premiere as a standard Mp4 clip and then re-added the strobe effect.

How would be possible to make same effect as in the attached bmp? I think it's been made using Photoshop. I need to simulate some lights and such effect is very good, it really seems that the light is on

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Hello, I have been using a G915 for some months now and since I got it I used onboard memory because I don't want to be forced to run G Hub when the PC starts. Today I tried to change a light effect (as I already did multiple times) but when I go to the settings of the keyboard and choose the light effect I want to put in the memory, the blue bar at the bottom fills up, G Hub goes back to the main page where I can change the device to manage but the effect is not loaded and the sentence "Effect loaded on the memory" (or something similar) doesn't appear.

I noticed in a couple of Grant's videos he has dots with a glow on them, and I tried to replicate the effect because the published code is outdated now. It's not perfect, but I think it works well enough, though feel free to try and improve it.

Objectives:  Artificial lighting has been beneficial to society, but unnecessary light exposure at night may cause various health problems. We aimed to investigate how whole-night bedside light can affect sleep quality and brain activity.

Patients and methods:  Ten healthy sleepers underwent two polysomnography (PSG) sessions, one with the lights off and one with the lights on. PSG variables related to sleep quality were extracted and compared between lights-off and lights-on sleep. Spectral analysis was performed to rapid eye movement (REM) sleep and non-REM (NREM) sleep epochs to reveal any light-induced differences in background brain rhythms.

Results:  Lights-on sleep was associated with increased stage 1 sleep (N1), decreased slow-wave sleep (SWS), and increased arousal index. Spectral analysis revealed that theta power (4-8Hz) during REM sleep and slow oscillation (0.5-1Hz), delta (1-4Hz), and spindle (10-16Hz) power during NREM sleep were decreased in lights-on sleep conditions.

Conclusions:  Sleeping with the light on not only causes shallow sleep and frequent arousals but also has a persistent effect on brain oscillations, especially those implicated in sleep depth and stability. Our study demonstrates additional hazardous effect of light pollution on health.

Previous work assumed that ATP synthase, the smallest known rotary motor in nature, operates at 100% efficiency. Calculations which arrive to this result assume that the water viscosity inside mitochondria is constant and corresponds to that of bulk water. In our opinion this assumption is not satisfactory for two reasons: (1) There is evidence that the water in mitochondria prevails to 100% as interfacial water. (2) Laboratory experiments which explore the properties of interfacial water suggest viscosities which exceed those of bulk water, specifically at hydrophilic interfaces. Here, we wish to suggest a physicochemical mechanism which assumes intramitochondrial water viscosity gradients and consistently explains two cellular responses: The decrease and increase in ATP synthesis in response to reactive oxygen species and non-destructive levels of near-infrared (NIR) laser light, respectively. The mechanism is derived from the results of a new experimental method, which combines the technique of nanoindentation with the modulation of interfacial water layers by laser irradiation. Results, including the elucidation of the principle of light-induced ATP production, are expected to have broad implications in all fields of medicine.

(A). During ATP synthesis, the rotor turns about 9000 times per minute. Artists view of the principle of light-tuned nanoindentation. Blue spheres stand for water molecules forming the nanoscopic water layers confined in the space between the diamond tip and nanoindentation imprint (B). Reprinted by permission from Macmillan Publishers Ltd: [NATURE]39, copyright (2004).

Do you mean things like the "color loop" effect on Hue bulbs? If so, that is a feature of the firmware. Other bulbs (or controllers) may have their own, but this will depend on the firmware. If not: you may need to simulate your desired outcome using a rule or custom app, as suggested above.

Without using a rendering engine for proper lighting effects, is there any way I could create a simple light wash effect to indicate the presence of under cabinet lighting, concealed strip lights etc?

When I draw Lines on my board I would like that these line have all the same aspect. Now when I move the camera, the light have an effect on these lines and some of them disappear by changing color too close to the background color.

Apart from the method mentioned of excluding it from the lights (for which you can also use light.excludedMeshes.push(mesh);) you can try removing the glare which makes a material look metallic and too shiny. Depending on what you want, one or the other will work better.

One of my favorite effects in miniature painting is when the artist uses paint to create the illusion of a light source which is not actually there. These lighting effects can be extremely fun and eye-catching, but they can also be very tricky to pull off. In this tutorial I will outline a set of rules which, when followed, will make your depictions of light sources much more believable and impactful. I will also show a step-by-step painting process which is one way you can follow these rules and achieve a good result.

The miniature painting community was introduced to OSL by Slayer-Sword-winning painter Victoria Lamb, whose creations The Rescue of Sister Joan and Firey Angel are two of the best examples of this effect.

Rule 1, the Cardinal Rule of OSL: lit areas always appear brighter than surrounding unlit areas. This is the most important rule, but is also the rule I see violated most frequently when portraying colored light sources, which is why I have chosen to call it the cardinal rule of OSL. Very frequently I see people represent a yellow light source by painting the entire miniature as if the light source were not casting any light at all, and then glazing the areas around the light source with a thin translucent layer of yellow paint. This violates the cardinal rule of OSL, since the glazed areas are no lighter than the areas around them, and in fact are usually darker.1This is because paint mixing and glazing is primarily subtractive, with a minor component of additive averaging. So glazing always makes the area darker, unless the glaze is much lighter than the surface under it. And while the effect is not spoiled too much when people use yellow for this, it is completely destroyed when people choose a darker color for the light source, like green, red, or purple. If you are going to use the glazing approach (which can be a good one), it is important to highlight the areas where the light will fall before you glaze them.

Rule 2: Lit areas appear no brighter than the light source they are lit by. This rule most commonly gives people trouble when painting light sources which are red or purple, since saturated purple and red colors appear darker in value compared with other hues. If you are trying to simulate something like a red or purple neon sign or lightsaber, you are in a bit of a bind, since neon signs are themselves very saturated and also put out a lot of light. One way of resolving this is taking a cue from how photos of neon often appear, where the tube itself is a very light orange, pink, or white, but all of the reflected light has the characteristic neon red-orange color.

Rule 5: The strength of the light diminishes with distance from the object. People normally get this one right too. Note that there is a difference between how this effect interacts with matte materials, like cloth, and reflective ones, like metal. With cloth, the increase in lightness due to the cast light diminishes with distance. With reflective materials, the apparent lightness diminishes less (and not at all for highly polished metals like chrome), but the reflections themselves are smaller. 2351a5e196

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