In part 1 we looked at constructing a gobo wheel from a list of individual textures and creating a material that could cycle through them like a wheel would in reality. In this post, I wanted to share a little bit more about modifiers that can be applied to the textures as a group or individually within a gobo wheel.

Depending on the fixture, the gap between gobo textures along a wheel can vary. With Carbon, we can control how close or far this gap separates the individual textures within a wheel.

Gobo Wheel Slot Gap:

Another important parameter to align our gobo wheels to those seen in real life is the polarity of a wheel’s origin point. Depending on where we need the wheel to rotate from, we can now set the gobo wheel to rotate from coordinates set North, South, East, or West of the active display area.

Gobo Wheel Polarity:

Rotation modifiers can be done at both the group and individual levels for gobo wheels. When it comes to calibrating textures to a newly constructed wheel, the “WheelSlotIndex” parameter enables us to rotate every texture at once. On the other hand, “WheelSlotOffset” allows us to rotate gobo textures individually and independently within a wheel.

Group Wheel Rotation “WheelSlotIndex”:

Individual Rotation “WheelSlotOffset”:

These gobo options allow us to create a unique look that is compounded once we overlay a second gobo wheel overtop our current results. Combining our wheel polarity, index, and rotations we can create some truly unique masks within Carbon.

Multiple Gobo Wheels:

This system was the result of many long hours between multiple artists and engineers. The hard work was well worth it though, as we now have a tool that operates very close to that of a real light while maintaining the framework to expand on it even more. Keep an eye out for more of our blogs as those expansions find their way into the future of Carbon!

-Joe Bonura