A spotlight rig. A controll spotlight drives the properties of three child spots. A custom property called 'aberration' is used to controll how far the three spots are separated from each other. Each of the three child spots get an rgb color component from the controller. This results a chromatic aberration effect.
aberration value in custom properties controlls the effect, but it's only updated when a frame changes. it works nicely in render, but not in viewport render, because of object visibilities..
to get the spot in your scene:
-append the gourp AberrationSpot from this file in yours (don't even try linking)
-append the gourp AberrationSpot from this file in yours (don't even try linking)
-save your file and reload to see the lamp work in glsl textured view
-if you want another spot repeat the process, dont duplicate the object (the invisible children won't be duplicated)
This is a nice concept. I just want to add that if you don't have Auto Run Python active in the User Preferences the entire rig fails to work.
Another way to approach this might be using Cycles nodes to alter the color of a light.
Played around with the concept a little, should also add separate angles, blend, and lamp size values for each of the RGB channels to the rig. Doing so lets gives more control with color in relation to the hotspot and falloff.
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If there's a better way to rig this I'd be very happy to know. Problems are updating of the values in the viewport (color and aberration only update on frame change, and other values like spot size only update on reloading the blend file), and duplication of the whole rig.