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- Times New Roman
- Tutorial 6: Working With Lights
- Completion time 45 minutes
- tMBefore a view can be rendered, light resources must be defined and positioned
- *2Oin that view. In this tutorial we will explore the methods by which lights are
- created and positioned.
- *A In this tutorial you will learn:
- +<A6How to activate a light source for movement in a view;
- *ACHow to use a light's directional vector to locate a light in space;
- *A6How to create a new light source and add it to a view;
- *A"How to center a light in the view;
- *A%How to create and control spotlights;
- *A&How to create and control area lights;
- *A&How to define attenuation for a light;
- How to enable shadow casting;
- *A8How to use Shadow Map Size to control shadow resolution;
- *A:How to use Self-Shadow Bias to fine-tune shadow location;
- *A How to control shadow intensity;
- *A1How to change the color and intensity of a light.
- We'll start with a new project.
- Restart Renderize Live EZ.
- *A0Load "tutor6.eye" from the SIMPLY3D\EYESEZ\TUTOR
- directory.
- *A>Drag and drop "view1" into the viewport to make it the current
- view.
- t9This is the same as dropping the view into the View Well.
- Set "Test:1" and select the
- $ button to perform a quick-render of
- the view.
- Locating and Positioning Lights
- *cNIn Tutorial 2 we gained some exposure to the positioning of lights. Let's now
- review how this is done.
- *AF"view1" contains one Point Light originating from behind and below the
- *2Ocamera. To view the position of the light we must first make the light active.
- Tutorial 6: Working with Lights
- Times New Roman
- Select the
- 4 button on the Resource Manager to display the Light
- Resource Palette.
- *A*Drag and drop "light1" into the Move Well.
- >>Figure 57. Activate a light by dropping it into the Move Well.
- GThis brings up the Move Toolbox with "light1" active in the viewport.
- *AKLight resources are not visible in the camera display, because they are not
- *2Prendered entities. Therefore, to position a light you must change to one of the
- orthographic viewport displays.
- Select the
- 1 button on the Command Bar to change the viewport
- to a Side view.
- JThe first consideration with lighting is the light's location in 3D space.
- *2S"light1" is far from the display area, so the light source is not visible. To find
- *2Sthis light, let's first locate its directional vector by targeting the light at our
- object.
- Select the
- 0 button on the Target Location area of the Move
- 1Toolbox: this is used to select a light's target.
- *A4Point to the center of the viewport and select once.
- MNow we see a line running in from the right. This is the light's directional
- *2Tvector, indicating the general location of the light source. Note that point lights
- *2Pshine in all directions at once, and therefore the directional vector associated
- *2Ewith them is not meaningful in terms of illumination. However, these
- *2Odirectional vectors are extremely useful for locating light sources in 3D space
- *2;and visualizing the relative position of lights to objects.
- *A,Now let's zoom out to find the light source.
- Click on the
- E' button on the Command Bar two times in
- ,succession to zoom out the viewport display.
- PThe wireframe representation of the light source is now visible in the viewport.
- Select the
- - button to change to a 4-up viewport display.
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- Tutorial 6: Working with Lights
- Times New Roman
- tJThe Top, Front and Side viewport displays give us orthographic bird's eye
- *2Pvantage points of the entire assemblage of components in a view: lights, objects
- *2Pand camera. Notice that the Side view is still the active view (it is displayed
- *2Swith a red border), and it is still in its zoomed out mode. Let's return it to its
- normal, unzoomed display.
- Select the
- , button on the Command Bar to reset the Side
- viewport display.
- tLThis button allows you to reset the zoomed position to the default Renderize
- *2NLive EZ position. The Zoom buttons only affect the viewport that is currently
- active.
- *d)Blue and Yellow Directional Light Vectors
- *PQLook at the "Top" mini viewport and notice that the light's directional vector is
- *2Rblue. The color of the vector serves to indicate the location of the active light
- *2Krelative to the current orthographic view, and whether the light is shining
- *2Qtowards the view or away. If a light is positioned so that it shines back toward
- *2Othe plane from which you are currently viewing it, to even the smallest degree,
- *2Othen the light's directional vector appears blue. If the light is directed away
- *2Hfrom this plane (shining away from you), then the vector appears yellow.
- *ANLook at the "Side" mini viewport and note that the light's vector is coming up
- *2Nfrom beneath the camera ever so slightly. Since the "Top" viewport display is
- *2Jlooking down from above the camera, the light vector is generally directed
- *2Jtoward it, and therefore displayed in blue when viewed from that viewport.
- Positioning New Lights
- *cKWhen working with a newly created light, it is sometimes best to center the
- *2Llight in the view, so that positioning it in space isn't a difficult ordeal.
- *APFirst we'll add a new light to the view. There are four ways we can do this: we
- *2Lcan open the View Designer and drop the light in the Add Well like we did in
- *2ITutorial 2; we can select the "Add to View" option from the pop-down menu
- *2Kthat appears when we select on the resource with the right mouse button; we
- *2Ocan drag the light resource and drop it over the current view in the View Well;
- *2Ror we can drag the light resource and drop it directly into the viewport to add it
- to the current view.
- +xBDDrag the light "default" from the Light Resource Palette and drop it
- *29into the Project Designer viewport to add it to the view.
- tKRemember from Tutorial 2 that the "default" light source cannot be altered.
- *2OTherefore, when we add it to the current view it automatically changes to a new
- name, "default_1".
- *A*Now let's position this light in 3D space.
- Tutorial 6: Working with Lights
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- @Drag and drop the light resource "default_1" into the Move Well.
- Select the
- 4 button on the Command Bar to change to a Side view.
- !From the Move Toolbox select the
- button to center the light at
- the camera.
- Select the
- . button on the Light Location area of the Move
- wpwwpw
- wwpww
- wwpwwp
- DToolbox, then with the pointer in the viewport drag the light higher
- above the camera.
- Now we'll target the light.
- Select the
- / button on the Target Location area of the Move
- EToolbox, then with the pointer in the viewport point to the center of
- the objects and select.
- 8The target vector of the light updates to this location.
- Select the
- 3 button on the Command Bar to change to a Top view.
- wwpww
- Select the
- . button on the Light Location area of the Move
- wpwwpw
- wwpww
- wwpwwp
- DToolbox, then with the pointer in the viewport drag the light to the
- left of the camera.
- Now we'll target the light.
- Select the
- / button on the Target Location area of the Move
- EToolbox, then with the pointer in the viewport point to the center of
- the objects and select.
- RThe target vector of the light updates to this location. To target accurately you
- *20must set the target in at least two ortho views.
- *ADNow let's render our view again to see the effects of our new light.
- Select the
- - button on the Command Bar to open the Render
- Toolbox.
- Select the
- " button to perform a quick-render.
- ONotice how the addition of a light has changed the illumination of the rendered
- view.
- The Different Types of Lights
- *cKFour distinct types of lights are supported in Renderize Live EZ. They are:
- Point Light
- C: This is the default light in Renderize Live EZ. It is like a bare
- 2light bulb, radiating light out in all directions.
- Tutorial 6: Working with Lights
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- Spot Light:
- AA light emitting a focused cone of light in a targeted direction.
- JThe cone of light may contain an area of brightly focused light surrounded
- *2?by a drop off area in which the light fades from bright to dim.
- Area Light:
- 9A large light source made up of multiple point lights and
- !emitting light in all directions.
- Area Spotlight:
- / An area light given spotlight characteristics.
- t3Two additional properties can be set in each light:
- Attenuation:
- 8 Gives the light rays a specified length. Beginning at a
- Jspecified distance from the light source, light rays gradually become less
- *2Hintense, until they dissipate altogether at a second specified distance.
- Casts Shadow:
- . Enables the light's ability to cast shadows.
- tRLet's see how different light type's affect the illumination of objects in a view.
- Select the
- 7 button to display the View Resource Palette, then drag
- @and drop "view2" into the View Well to make it the current view.
- Set "Test:1/2" and select the
- button on the Render Toolbox.
- tRThe current light in this view, "test", is a simple point light. It is positioned
- *2Odirectly in front of the camera. We'll change this to a spotlight, and see how
- that affects the rendered view.
- Select the
- 3 button to display the Light Resource Palette, then
- >drag the light resource "test" and drop it into the Edit Well.
- *A;Select the "Spotlight" option on the Light Designer window.
- b2Figure 58. These Buttons determine the Light Type.
- tHNotice that a pair of dials appear under the Spotlight area of the Light
- *2MDesigner: these are used to set the "hot" and "soft" angles of the spotlight.
- *2%We'll come back to these in a moment.
- +xB<Select "Save" and confirm "Replace", then minimize the Light
- *2 Designer.
- tNThe resource icon for "test" now displays a spotlight icon. Let's see how the
- spotlight looks in wireframe.
- +xB5Drag the light "test" and drop it into the Move Well.
- Select the
- 1 button on the Command Bar to change the viewport
- wwpww
- to a Top view.
- tPNotice the wireframe representation for the spotlight. It has two sets of lines
- *2Nemanating from it: the area within the inside set of lines represents the "hot
- Tutorial 6: Working with Lights
- Times New Roman
- Qangle" where the light shines at its full intensity. The area between the inside
- *2Pand outside set of lines represents the "soft angle" where the light's intensity
- *2Pfalls off gradually until it reaches zero intensity at the outside set of lines.
- *A8Now we'll render the image to see the spotlight effects.
- Select the
- 1 button on the Command Bar to display the Render
- Toolbox.
- Select the
- 1 button on the Render Toolbox to render the view.
- &Now let's make the bright spot larger.
- +xB:Re-open the Light Designer with the light resource "test".
- *A/Change the Dial marked "Hot Angle" to about 15.
- NFigure 59. The hot and soft angles of a spotlight are specified independently.
- +cQ,Save the light "test" and confirm "Replace".
- Minimize the Light Designer.
- Select the
- 4 button on the Command Bar to change to a Top view.
- wwpww
- NNotice how the inside pair of vectors are wider now that we have increased the
- *2$"Hot Angle" in the Light Designer.
- *A@You can also change the Spot Angle dynamically, using the mouse.
- Select the
- + button on the Command Bar to open the Move
- wpwwpw
- wwpww
- wwpwwp
- Toolbox.
- Select the
- 5 button on the Attributes area of the Move Toolbox to
- edit the light's spot angles.
- *ABMove the pointer into the viewport and drag the mouse from left to
- right.
- ONotice the changes to both light angle vectors. The readout on the status line
- reports the new angles.
- +xB%Set the "Hot Angle" back to about 15.
- Select the
- - button on the Command Bar to open the Render
- Toolbox.
- Select the
- 1 button on the Render Toolbox to render the view.
- Notice how the spot has changed.
- "!"!"!""
- !"!"!"!""
- !"!"!"!"!"
- "!"!"!"!"!"
- !"!"!"!"!"!
- "!"!"!"!"!"
- !"!"!"!"!"!"
- "!"!"!"!"!""
- "!"!""
- !"!"!""
- Tutorial 6: Working with Lights
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- Creating Area Lights
- *c(Now let's take a look at the Area Light.
- +xB:Re-open the Light Designer with the light resource "test".
- *A:Select the Area Light option on the Light Designer window.
- tRAn Area Light increases the size of the light source to distribute light intensity
- *2Iover a broad area. Imagine an Area Light as a box containing a number of
- *2Oevenly sized, evenly distributed light sources, or "samples". The intensity of
- *2Lthe light is distributed evenly among the samples; therefore, increasing the
- *2Onumber of samples will not make the light brighter. Spreading the light over a
- *23large area results in softer, more diffuse shadows.
- *AKWhen you select the Area Light option, the Light Designer window updates to
- *2@display three "Area Scale" type-ins and a dial marked "Samples".
- IFigure 60. The size and distribution of an area light are user-definable.
- +5QDIn the type-ins under "Area Scale" type in: X = 200, Y = 200, Z = 15
- *2%and set the "# of Samples" dial to 4.
- tNThe "Area Scale" sets the size of the area light box. The "# of Samples" dial
- *2:indicates the number of light sources to place in the box.
- +xB$Select "Save" and confirm "Replace."
- *A#Minimize the Light Designer window.
- tBNotice that this light resource now updates to an area light icon.
- Select the
- 1 button on the Command Bar to change to the front
- viewport display.
- Select the
- 0 button on the Command Bar to zoom the view out.
- tLNotice the shape of this Area Light. It appears as a large square from this
- *2Oview. In fact, this light is represented by a pizza shaped box. The dimensions
- *2Oof this box were derived from the X, Y and Z "Area Scale" type-ins in the Light
- *2NDesigner. The "Samples" dial establishes the number of origins the Area Light
- *2Nwill have. We selected 4, so the light will be distributed among four sources
- *2%positioned evenly throughout the box.
- Select the
- 1 button on the Render Toolbox to render the view.
- tMNotice that the rendering looks nearly the same as the rendering we made with
- *2Vthe Point Light, except that the Light appears a little less bright. It's less bright
- *2Pbecause the same light energy is being divided into four light pieces and spread
- *2Pover a greater area. In other words, the power or intensity of an Area Light is
- ""33232"
- Tutorial 6: Working with Lights
- Times New Roman
- Mdivided among the number of samples set: the intensity of the Area Light does
- *2$not grow stronger with more samples.
- *AKAn Area Spotlight is the combination of both an Area Light and a Spotlight.
- *2JThe light is distributed over a specified area using a specified number of
- *2Rsamples, but the light as a whole displays the drop-off characteristics associated
- with a spotlight.
- Creating an Attenuated Light
- *cFFor rendering purposes, attenuation simply means diminishing a light's
- *2Ointensity as the light beam travels farther from the source. Renderize Live EZ
- *2Qallows you to determine the distance a light beam travels before it begins losing
- *2<intensity, and the point at which it reaches zero intensity.
- +xB;Drag and drop the view resource "view3" into the View Well.
- Select the
- 3 button on the Render Toolbox to render the current
- view.
- SThe light resource in this view, "point", is a simple point light. Let's make it an
- attenuated light.
- +xB:Drag and drop the light resource "point" in the Edit Well.
- *A;Select the "Attenuate" option on the Light Designer window.
- HTwo new dials appear in the Light Designer: "On Dist" and "Fade Dist".
- LFigure 61. Set attenuation using the "On Distance"and "Fade Distance" dials.
- NWe will be setting the "On Dist" and "Fade Dist" dials to numbers greater than
- *2Rthe dials are capable of setting, so we'll need to change these dials to type-ins.
- +xBDWith the cursor over the dial titles "On Dist" and "Fade Dist" click
- with the right mouse button.
- *AAIn the type-ins, enter 100 for "On Dist" and 160 for "Fade Dist".
- *A$Select "Save" and confirm "Replace".
- *A Close the Light Designer window.
- PNotice the light resource icon for "point": it updates with "Atten" written onto
- *2)the icon, indicating an attenuated light.
- +xB<Drag and drop the light resource "point" into the Move Well.
- Select the
- / button on the Command Bar to change to the top
- wwpww
- viewport display.
- Tutorial 6: Working with Lights
- Times New Roman
- tNNotice the light's directional vector now has two markers. The one closest to
- *2Sthe light source marks the "On Distance": the light will be at full intensity until
- *2Mit reaches this point. The next marker represents "Fade Distance": the light
- *2Ogradually loses intensity until it reaches an intensity of zero at this marker.
- *AFWe can also set the attenuation distances dynamically using the mouse.
- Select the
- 5 button on the Move Toolbox to modify the light's "On
- Distance" marker.
- *ADPosition the pointer in the viewport and drag to change the location
- of the "On Distance" marker.
- tHNotice that the "Fade Distance" marker moves also: this is because "Fade
- *25Distance" is measured from the "On Distance" marker.
- +xBCReplace the markers to an "On" distance of 100. Look to the status
- *2<line as you drag the marker to get a numeric read out of the
- marker's placement.
- tLNow we'll render the view again to see the effect that attenuation gives us.
- Select the
- 0 button on the Command Bar to display the Render
- Toolbox.
- Select the
- 1 button on the Render Toolbox to render the view.
- tJThe intensity of the light fades as it gets farther from the light source.
- Creating Shadows
- *cKUnlike lights in the real world, lights in Renderize Live EZ may or may not
- *2Kcast shadows. All lights can be individually controlled to cast shadows by
- *29selecting the Cast Shadows option in the Light Designer.
- +xB)Drag and drop "view4" into the View Well.
- Select the
- 4 button on the Options area of the Render Toolbox to
- .enable the calculation and display of shadows.
- tRBecause the calculation of shadows takes some time, it is often best to leave this
- *2Pbutton disabled during the view creation process until you are ready to finalize
- your lighting effects.
- Select the
- 1 button on the Render Toolbox to render the view.
- t6There appears to be only one shadow in the foreground.
- +xB9Drag and drop light resource "light2" into the Move Well.
- *ACInspect the position of the light, sphere and cube by selecting the
- +B@4 button on the Command Bar and inspecting the views.
- wwpwwpwp
- Tutorial 6: Working with Lights
- Times New Roman
- LJudging from the position of "light2", it's obvious that the cube and sphere
- *2Eshould cast shadows onto the back wall. To make shadows appear, four
- *27different settings need to be taken into consideration:
- +<AGThe objects from which shadows are to be cast must be selected to "Cast
- *2 Shadows" in the Object Designer.
- *AHThe object on which shadows are to fall must be set to "Receive Shadows"
- *2.in the Object Designer -- the default setting.
- *AHThe lights which are to cast shadows must have the "Casts Shadow" option
- selected in the Light Designer.
- < button must be selected on the Render Toolbox to enable the
- $computation and display of shadows..
- OFirst let's check to see if the objects "sphere" and "cube" are defined to cast
- *2;shadows and whether the backdrop is set to receive shadows.
- +xB;Load the object resource "sphere" into the Object Designer.
- *A>From the Object Designer, check to see that the "Cast Shadows"
- button is selected. It is.
- *AALoad "cube" into the Object Designer. It too is selected to Cast
- Shadows.
- *ABLoad "lwall" into the Object Designer and confirm that the Receive
- Shadows button is selected.
- Close the Object Designer.
- ANow let's see if the lights in this view are set to cast shadows.
- +xB5Load light resource "light2" into the Light Designer.
- *AAFrom the Light Designer check to see if the "Cast Shadows" option
- *22is selected. It isn't selected, so select it now.
- KNotice that two type-ins, "Shadow Bias" and "Shadow Map Size" appear on the
- *21Light Designer, as well as an "Intensity" dial.
- OFigure 62. Shadows are controlled using these selections in the Light Designer.
- *P:We will explore these shadow control features in a moment.
- +xB$Select "Save" and confirm "Replace".
- PNotice that this light's icon now displays "Shad", indicating that this is now a
- light which will cast a shadow.
- +xB,Load light "light3" into the Light Designer.
- "!!""
- ""!"!""
- "!""!
- Tutorial 6: Working with Lights
- Times New Roman
- tOThis light is already casting a shadow. This is the light that cast the shadow
- *2.that we saw when we rendered the current view.
- +xB&Load "light4" into the Light Designer.
- *A!Select the "Cast Shadows" option.
- *A$Select "Save" and confirm "Replace".
- *A Close the Light Designer window.
- Select the
- 0 button on the Command Bar to display the Render
- Toolbox.
- tNSince we are performing a rendering to examine our shadows, let's speed things
- *23up by temporarily turning off all of our materials.
- Select the
- . button on the Resource Manager to display the
- Material Resource Palette.
- *AASelect the Materials pop-down directly above the Resource Palette
- *2%and select the "Turn All Off" option.
- JFigure 63. Turn resources off and on globally by selecting on the pop-down
- above the Resource Palette.
- tLAll materials will now be ignored during rendering. Notice that each of the
- *2Lmaterial icons in the Resource Palette has the word "OFF" written across it.
- Now let's render.
- Set "Test:1" and select the
- button to render the view.
- tLNow shadows are calculated for each light, and the shadows are rendered with
- *2 the view.
- *AKBecause we were only interested in examining shadows, we temporarily turned
- *2Roff all of our materials to speed up the rendering time. In views where there are
- *2HColor or Reflect Textures associated with the materials, the increase in
- *2Krendering speed can be significant. Use this ability to turn materials and
- *2Mobjects on and off during rendering to speed up the iterative design process.
- Setting Shadow Map Size
- *cPTake a good look at the edges of the shadows: to change the edge definition of a
- *2-shadow we need to change the shadow map size.
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- Tutorial 6: Working with Lights
- Times New Roman
- &Load "light4" into the Light Designer.
- *A=In the type-in titled "Shadow Map Size" enter the value "75".
- *A$Save "light4" and confirm "Replace".
- *A=Load "light3" into the Light Designer and set the "Shadow Map
- Size" to "320".
- *A$Select "Save" and confirm "Replace".
- *A Close the Light Designer window.
- 3Before we render, let's turn our materials back on.
- Select the
- 6 button to display the Material Resource Palette, then
- ?select on the Materials pop-down above the Resource Palette and
- *2 choose the "Turn All On" option.
- @Now our material definitions will be included in the rendering.
- Select the
- 1 button on the Render Toolbox to render the view.
- FNotice the improvement in the sharpness of the shadow edge in the left
- *2Iforeground. This is a shadow created by "light3", for which we increased
- *2Fshadow map size to 320. And notice how the shadows cast from "light4"
- *2Fappear fuzzier: we set a smaller shadow map size, 75 for this light.
- *ALIt is important to remember that the larger you set the shadow map size, the
- *2Plonger it will take to render the view. In addition, larger shadow maps require
- *2Jmore memory to perform the rendering. Generally, speaking, you should not
- *2Lneed to set a shadow map size greater than 640. However, if you are working
- *2Mon a complex view in which objects are located well outside of the extants of
- *2Mthe camera view, and these objects are set to cast shadows, then you may need
- *2Dto increase the shadow map size above 640 to obtain crisp shadows.
- Self Shadow Bias
- *cIThe "Self Shadow Bias" type-in in the Light Designer is used to fine tune
- *2Oshadows. It uses a scale from 0 to 1 to determine the point at which an object
- *2Qbegins casting a shadow. Set to 0, an Object will cast a shadow onto itself. At
- *2P1 the object won't cast a shadow at all. The Renderize Live EZ default value of
- *240.1 should be a good starting place for most views.
- *ANOptimum shadow bias is a mean setting. Since every view is different, getting
- *2Ua feel for balancing this setting is most useful. It is first necessary to recognize
- *2Aa few key visual clues indicating problems with your shadow bias.
- +xB2Drag and drop the view "view5" into the View Well.
- *A2Load the light "sunlight" into the Light Designer.
- Set the Self Shadow Bias to 0.
- *A&Save "sunlight" and confirm "Replace".
- Tutorial 6: Working with Lights
- Times New Roman
- Minimize the Light Designer.
- *A(Select "Test:1/2" on the Render Toolbox.
- Select the
- 1 button on the Render Toolbox to render the view.
- tMWhen Self Shadow Bias is set too low, objects will shadow themselves. Notice
- *2Mthe strange pattern appearing on the right wall of the building: we call this
- *2Neffect "hashing". If you see hashing on your object, your Shadow Bias is set
- Maximize the Light Designer.
- *A!Set the Self Shadow Bias to 0.03.
- Save and confirm "Replace".
- Minimize the Light Designer.
- Select the
- 1 button on the Render Toolbox to render the view.
- tMWith Self Shadow Bias at .03 the shadows are just about there, but notice the
- *2Mround poles going into the wall: they're not casting shadows at their origin.
- *2JWhen the Self Shadow Bias is too high, shadows don't meet objects at their
- origins.
- *APWe still need to set Self Shadow Bias lower to close the gap. But if we make it
- *2'too low, we could begin to get hashing!
- Maximize the Light Designer.
- *A"Set the Self Shadow Bias to 0.005.
- Save and confirm "Replace".
- Minimize the Light Designer.
- Set "Test:1" and select the
- button on the Render Toolbox to
- render the view.
- t"Now we've found the right balance.
- *AJSometimes the balance may be difficult to establish. Hashing may begin to
- *2Poccur before the shadows meet their origin. If this happens, try increasing the
- Shadow Map Size.
- *AGYou can also deal with the problem of hashing by disabling the "Receive
- *2<Shadows" button for the object on which the hashing occurs.
- Setting Shadow Density
- *cOYou can change the strength of a shadow using the "Intensity" dial on the Light
- *2 Designer.
- Maximize the Light Designer.
- *A+Find the "Intensity" dial and set it to .5.
- Tutorial 6: Working with Lights
- Times New Roman
- Save and confirm "Replace".
- Minimize the Light Designer.
- Render Image at 1.
- &Changing a Light's Color and Intensity
- *c@The color and strength of a light source can also be controlled.
- Maximize the Light Designer.
- PThe Color/Intensity Well in the bottom-left corner of the Light Designer is used
- *2/to change the color and intensity of the light.
- +xBCPoint to the Color/Intensity Well and select to activate this Well.
- Select the
- , button on the Command Bar to open the Color
- Toolbox.
- IThe color swatch of the Color Toolbox now displays the color in the Light
- *2)Designer's Color/Intensity Well -- white.
- +xB6Select the "hsv" color palette from the Color Toolbox.
- GNotice the color white's HSV values. You can read these below the color
- *2Esliders. Hue =0, Saturation =0, and Value =1. White has no color and
- *21saturation but its value is as high as it can go.
- +xB;Slide the bottom slider left so that the value reads ".40".
- LNotice the color swatch and the Color/Intensity now appear dark gray: we've
- *2@lowered the color value from 1 to .40 to adjust light intensity.
- +xBBNow change the light's Hue: set the Saturation to .5, then set the
- *2AHue value to approximately 50 using the Color Toolbox's HSV color
- *A<From the Light Designer select "Save" and confirm "Replace".
- *A Close the Light Designer window.
- Select the
- 0 button on the Command Bar to display the Render
- Toolbox.
- Select the
- 1 button on the Render Toolbox to render the view.
- LNotice how changing the intensity and color of this light changes the entire
- rendered effect.
- Final Considerations
- *cJThe time required to compute shadows during rendering may be considerable,
- *2Kdepending on the total number of lights casting shadows in the view. Other
- Tutorial 6: Working with Lights
- Times New Roman
- tJfactors influencing speed include the total number of polygons set to cast
- *2Nshadows, the size of the shadow maps, the number of attenuated lights, and the
- number of area lights.
- *AKRendering with shadows enabled will slow down the iterative design process.
- *2KWe recommend that you build and light your view selectively, choosing which
- *2Mobjects and lights should cast shadows. A floor for instance, need not cast a
- *2Nshadow. A general Light serving to illuminate the entire view may not need to
- *2Mcast a shadow. Finally, disable the "Compute Shadows" button to turn off all
- *2>shadows in test renderings not requiring a display of shadows.
- Tutorial 6: Working with Lights
- Times New Roman
- Notes
- Tutorial 6: Working with Lights
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