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- The Light Designer
- MIn addition to ambient light (assigned in the View Designer), Renderize Live
- *2NEZ provides for several types of directional light sources. The Light Designer
- *2Mwindow is used to create and edit lights for the current project. Lights are
- *2Hdisplayed as part of a view in wireframe mode so that their position and
- *2Qorientation can be changed easily in relation to the other resources in the view.
- *AQLight sources themselves are not rendered. The effects of these light sources on
- *2Hobjects (light color, sheen, shading and shadowing) are displayed in the
- *2;rendered view, but the lights themselves are not displayed.
- *APEach light resource is displayed as an icon in the Light Resource Palette on the
- *2KResource Manager area of the Project Designer. Different icons are used to
- *2Srepresent different kinds of lights (point, spot, area, area spot), and attenuation
- *2&and shadow properties are also noted.
- *AJA light is independent of any view in which it may be included, and can be
- *2Lincluded in more than one view of a given project. When a light is changed,
- *2Sthat change is reflected in any views that contain that light resource. Lights are
- *2Gsaved within projects and not in external files and are, therefore, not
- *2+transferable from one project to another.
- Light Designer Overview
- *cMThere are several basic light types that can be defined in Renderize Live EZ.
- These include the default
- point
- light
- )R', which shines light in every direction
- from its point location; a
- spotlight,
- , which casts a beam of light from its source
- t%in a direction aimed at a target; an
- area light
- #, which is a group of light sources
- tGorganized together, much like the outdoor lights at a ballpark; and an
- t spotlight
- F, which combines the characteristics of a spotlight and an area light.
- tKGenerally speaking, area lights cast flatter light and more diffuse shadows
- *2:because the light intensity is spread over a larger area.
- *ARIn addition to assigning the type of light source, the Light Designer is also used
- *2Pto assign a number of properties individually to each light source. A light can
- be set to
- cast shadows
- ; a light can be set to
- Y attenuate
- , so that the intensity of
- tJlight diminishes as it gets farther from the light source; and finally, a
- color
- t intensity
- can be defined for the light.
- t7Lights can be positioned and oriented by typing in the
- and
- Position
- Target/Rotation
- ? coordinates using the type-ins provided in the Light Designer.
- tJHowever, because the orientation of a light in a view often depends on the
- *2Rposition of the objects and the camera in that view, lights are usually positioned
- *2Oin the viewport of the Project Designer after having been added to a particular
- *2Nview. When a light resource is added to a view, a wireframe representation of
- The Light Designer
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- Qthat light appears in the view to represent that light's position and orientation
- *2Lin 3D space. This wireframe light can be manipulated in the viewport of the
- *24Project Designer in the same way as other resources.
- *ANThe Light Designer is opened, closed and controlled in the same way as each of
- *2Fthe other Resource Designer Windows. For a complete discussion of the
- *2Pgeneral loading, saving, renaming, etc, of resources, as well as a discussion of
- *2Uthe different kinds of control entities (wells, buttons, type-ins, etc), please refer
- *24to the Renderize Live EZ Interface Overview chapter.
- The Default Light Source
- *cQIf the Light Designer is opened by dropping the "default" light resource into the
- *2PEdit Well of the Project Designer, then the properties in the Light Designer are
- *2Rupdated to the default settings. The default light source is a point light, which
- *2Sis similar to a bare light bulb in that it shines in all directions from a point in
- *2Mspace. The light source casts no shadows, and does not attenuate. The light
- *2Ncolor/intensity is pure white. The position of the light source is above the
- *2Mdefault camera position, and located far behind the plane of the camera. The
- *2Rlocation of the light source far back from the area of interest serves to simulate
- illumination from the sun.
- Light Types
- *cMThe Light Types area at the top of the Light Designer is where you choose the
- *2(basic light type that you wish to use.
- The Point Light Option
- *PUA point light is the simplest light type. It can be likened to a bare lightbulb that
- *2Dshines light equally in all directions from a single point in space.
- *AOA point light source appears in the Project Designer as a spherical icon with a
- *2Ptail attached. The tail does not represent direction, since a point light casts
- *2Slight in all directions: instead, it is simply used to find the light in situations
- *2Gwhere the light icon is located beyond the extants of the current view.
- The Spotlight Option
- *PLSelect this option to create a light that shines in a specific direction. A
- *2Sspotlight creates a cone of light that can be aimed at a given target. The size of
- *2Rthe light cone and the intensity of light in the cone can be manipulated to create
- *2Na variety of spotlight effects. Spotlights speed up the rendering of an image
- *2Qthat has shadows, since the area of a view illuminated by a spotlight is limited.
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- tNA spotlight appears in the Project Designer viewport as a spotlight icon, with
- *2Itwo sets of red lines emanating from the light. These lines indicate the
- *2Ndirection of the spot. The inside set of lines represent the Hot Angle of the
- *2Tlight, and the outside set of lines represent the Soft Angle of the light. Unlike a
- *2Lpoint light, which casts light in every direction, a spot light is targeted;
- *2Rtherefore the light must be oriented such that it illuminates the desired subject.
- *APWhen you select the Spotlight option, two dials appear to define the light beam:
- )M Hot Angle
- and the
- Soft Angle
- .. In addition to modifying these values here,
- t@you can also set them visually in the Project Designer viewport.
- The Soft Angle Dial
- *PRThis dial defines the spread, in degrees, of the entire beam of light projected by
- *2Mthe spotlight. Click and hold down on this dial and move the mouse to change
- *2Lthe angle, and release when the desired angle is displayed. A setting of 60
- *2Kdegrees means the beam of light emits from the source at a 60 degree angle.
- *2SAny objects falling within the arc created by this angle are lighted by this light;
- *2,objects outside of the arc receive no light.
- *ANThe area of light emitted by a spotlight depends on 2 factors: the size of the
- *2OSoft Angle and the distance from the light source to the target. The wider the
- *2PSoft Angle, the larger the arc of light, and that arc increases as distance from
- the light source increases.
- The Hot Angle Dial
- *PPThis dial defines the angle of the full intensity beam of light projected by the
- *2Mspotlight. Click and hold down on this dial and move the mouse to change the
- *27angle, and release when the desired angle is displayed.
- *AIThe Hot Angle refers to the area within the Soft Angle in which the light
- *2Pshines at its full intensity. The area between the Hot Angle and the Soft Angle
- *2Tis the "fall-off" area, or the area at which the light graduates from full intensity
- *2Oto zero intensity (or no visible light) as it moves out to the edge of the Soft
- Angle.
- *ASIt is not possible to define a Hot Angle that is wider than the Soft Angle. If you
- *2Oraise the Hot Angle above the Soft Angle value, the Soft Angle dial will update
- *2Lso that it equals the highest Hot Angle value. If you reduce the Soft Angle
- *2Obelow the Hot Angle value, the Hot Angle dial will update so that it equals the
- lowest Soft Angle value.
- *APUsing the Soft Angle and Hot Angle dials together, different kinds of spotlights
- *2Kcan be created. If Soft and Hot Angles are about the same, the result is a
- *2Kspotlight with highly defined edges. If Soft Angle is far greater then Hot
- *2IAngle, the result is a spotlight that gradually fades to black around the
- perimeter of the cone.
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- The Area Light Option
- *POSelect this option to create an area light. An area light actually consists of
- *2Nmultiple point light sources grouped together to create the effect of one very
- *2?large light source. Area lights are used to cast soft shadows.
- *AMAn area light appears as a box in the Project Designer. If the area light is
- *2Edefined using spotlights, the light direction is represented as well.
- *B When this option is selected, a
- Sample
- # dial appears, as well as a set of
- Scale
- type-ins.
- The Samples Dial
- *PRUse this dial to indicate the number of light sources in the area light. The more
- *2Qlights sources that exist, the better the shadows will appear, but at the expense
- of rendering time.
- *AMNote that increasing the number of samples does not increase the intensity of
- *2Pthe light: the intensity, determined in the Light Color/Intensity well, is split
- *2+evenly among all samples in the area light.
- The Area Scale Type-Ins
- *PKThe dimensions of an area light are defined using the X, Y and Z Area Scale
- *2Mtype-in boxes. The larger the scale, the more lights it can contain, and the
- *2 larger the area of illumination.
- *APGenerally speaking, the samples in an area light are all positioned on one plane
- *2K(defined using the X and Y Area Scale type-ins). However, in some cases it
- *2Omay be desirable to assign depth to an area light: in this case, use the Z Area
- Scale type-in also.
- The Area Spotlight Option
- *PLSelect this option to create an area light with directional properties and a
- *2Pfall-off area. This option combines the effects of the Spotlight and Area light
- options discussed above.
- Light Options
- *cKThe Light Options area of the Light Designer allows you to define shadowing
- *2Pand attenuation properties for the current light, and to enable the simultaneous
- *2$display of all the lights in a view.
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- The Casts Shadow Option
- *POSelect this option if you want the current light to cast a shadow. When shadow
- *2Icasting is enabled for a light, the word "SHAD" will appear on that light
- source's postage stamp icon.
- *AQEven if this option is selected, the light will not cast a shadow until two other
- *2Mconditions are met: the object(s) in the light's path must be defined to cast
- *2Ishadows (a selection in the Object Designer), and shadows must be enabled
- *2Kglobally for rendering (a selection under the Render Toolbox of the Project
- Designer).
- *ARShadows are only cast onto objects, and only if the object is defined to receive a
- *2Lshadow (a property defined in the Object Designer). A shadow cannot be cast
- *2Monto a background image. Therefore, for a light to cast a shadow, there must
- *2Mbe two objects: one object onto which the shadow is cast, and another object,
- *2Nlocated between the light and the first object, which casts the shadow. There
- *2Pare cases where an object can cast a shadow onto itself, due to the shape of the
- *2=object and/or the self-shadow bias setting (described below).
- *ALWhen the Casts Shadow button is enabled, several additional commands related
- *2Fto shadow casting appear in the Light Designer window. These commands
- include
- Intensity
- Self Shadow Bias
- and
- Shadow Map Size
- The Intensity Dial
- *PRUse this dial to control the intensity of the shadow that is cast. The higher the
- *2Rvalue, the darker the shadow is that is cast; the lower the value, the lighter the
- shadow.
- *AMShadow intensity can also be affected by changing the amount of ambient light
- *2Hin the scene (ambient light is manipulated in the View Designer window).
- *2NRaising the ambient light will effectively reduce the intensity of the shadow.
- *2OHowever, it will also make the scene appear more flatly lit, and therefore less
- *2 dramatic.
- The Self Shadow Bias Type-in
- *PKThis type-in is used to determine at which point an object begins casting a
- *2Oshadow. Values here range from 0.0 to 1.0: at 0.0 an object will cast a shadow
- *2Ponto itself; at 1.0 an object will cast no shadows. The default value of 0.1 is
- *2Ocorrect for most cases, but there are situations where the value may need to be
- *2 modified.
- *ALIf after rendering a view, the shadow cast by an object seems to fall in the
- *2Pwrong place or be incorrectly shaped, try decreasing the self shadow bias value.
- *2OIf the object casting the shadow seems to cast a shadow onto itself, or appears
- *2Lwith irregularly shaded polygons, try increasing the self shadow bias value.
- The Light Designer
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- The Shadow Map Size Type-in
- *PKThis determines the size of the shadow map that is generated for this light
- *2Jwhen a view is rendered. The larger the shadow map size defined here, the
- *2Dsharper the shadow will be, but at the expense of rendering speed.
- *AFThe optimum size for the shadow map depends on the area over which the
- *2Kshadow map must be calculated in relation to the area visible in the camera
- *2Rview. If objects exist outside the camera view, and these objects are set to cast
- *2Mshadows, then a shadow map must be calculated over this entire area, and only
- *2Ja subset of this map is displayed in the camera view. The result may be a
- *2Oshadow with jagged edges. Therefore, be sure to disable shadow casting for any
- *2Nobjects that are outside the camera view so that the shadow map is cast over a
- *29smaller area, resulting in a finer edge during rendering.
- *AGThe default shadow map size value is 128. If after rendering a view the
- *2Dshadows appear "jaggy" or pixelated, try increasing the shadow size.
- The Attenuated Option
- *PQSelect this option if you want the current light to be attenuated. An attenuated
- *2Slight is one which loses intensity as the distance from the light source increases.
- *2NAttenuation also increases the sense of depth in a view, but at the expense of
- *2Prendering time. An attenuated light is useful to cast light on some objects but
- *2Nnot on others. When attenuation is enabled for a light, the word "ATTEN" will
- *21appear on that light source's postage stamp icon.
- *BMWhen attenuation is enabled, two dials appear to define the attenuation: the
- Distance
- dial and the
- Fade Distance
- & dial. In addition to modifying these
- Kvalues here, you can also set them visually using your mouse in the Project
- Designer viewport.
- The On Distance Dial
- *PNDefine the distance from the light source at which attenuation begins. If the
- *2Nlight should begin losing intensity immediately after emanating from the light
- *2=source, use a low number here; otherwise use a larger number.
- The Fade Distance Dial
- *PMDefine the distance from the On Distance dial at which the intensity fades to
- *2Jzero, or no light. The light in the area between the On Distance and Fade
- *2NDistance values will fade in intensity, until it reaches zero intensity at the
- *2Gdistance defined by the sum of the Fade Distance and On Distance dials.
- *AMWhen an attenuated light appears in the viewport of the Project Designer, two
- *2Oplanes appear associated with that light's "target beam": one at the defined On
- *2IDistance and the other at the defined On Distance plus the Fade Distance.
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- tMThese planes help you to determine visually whether or not your target object
- *2"will be illuminated by this light.
- The Show All Lights Option
- *PMNormally, when working with a view in the viewport of the Project Designer, a
- *2Olight will not appear unless it is dropped into the Edit Well for manipulation.
- *2FWhen the Show All Lights option is selected on the Light Designer, the
- *2Owireframe icons for each of the lights is displayed in the viewport, along with
- *2Qlines that represent their "target". This allows you to see the position of each
- *2Llight in relation to the other, but on the other hand it may add unnecessary
- *2Oclutter to the wireframe view. Of course, the only light whose orientation can
- *2Abe modified is still the light that is loaded into the Edit Well.
- 'Defining a Light's Color and Intensity
- *cNThe color and intensity of a light are defined using the Light Color/Intensity
- *2QWell at the lower left corner of the Light Designer. To define a color, move the
- *2Mpointer over this Well and select the left mouse button: the Color Toolbox is
- *2Mdisplayed, and any changes you make in that Toolbox are reflected immediately
- *2"in the Light Color/Intensity Well.
- *AQThe light intensity is controlled using the "value" slider in the Color Toolbox's
- *2N"hsv" color selection mode. A value of 1 gives you a light at 100% intensity;
- *24any values below 1 reduce the strength of the light.
- Positioning a Light
- *dBThe position of a light in a view can be changed by typing in new
- and
- Position
- H coordinates. Similarly, the direction in which a light points can also
- be typed in using the
- and
- Z Target
- % coordinates. Target coordinates are
- tRonly relevant if the current light source is a spotlight, or an area light made up
- *2Sof spotlights. The direction that a light points can also be expressed in terms of
- rotation. Select on the
- Target
- )z/ title above the coordinate type-ins and select
- Rotation
- I; the values in the type-in will update to display the direction in which
- tGthe light faces. Now when you enter values in these type-ins, they are
- *2&expressing the rotation of that light.
- *ALWhile these type-ins allow for extremely precise positioning of lights in 3D
- *2Uspace, it is often easier to position the lights visually with in the viewport of the
- *2OProject Designer. To position a light source in the Project Designer, drag the
- *2Kdesired light from the Lights Resource Area and drop it into the Edit Well.
- *2GThe mouse can now be used to position the light within the View. This
- *2Rmethod of positioning lights visually is described in full in the Project Designer
- Window chapter.
- The Light Designer
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- RRemember that the position of a light is a property of that light: if you change a
- *2Qlight's position in one view, that orientation is changed in all other views that
- *2Pcontain that light. If you have a case where a single light must have different
- *2Opositions in different views of the same project, make a copy of that light (by
- *2Ldropping it into the Light Designer and renaming it) before incorporating it
- into subsequent views.
- Lighting and Views
- *cQThe type, position and color of a light all have an important effect on the final
- *2Rresults of a rendered view. In addition, the distance that a light is placed from
- *2Uthe objects in the view greatly affects the way the view is lit, even if the light is
- *2Unot attenuated. If a light source is placed far from the area of interest in a view,
- *2Mthe light generated by this light source is more diffuse, effecting all areas
- *2Qequally. If the light source is very close to an object, that object will appear
- *28with hot spots where the object is closest to the light.
- *AOWhile the choice of objects, the materials and textures applied to them and the
- *2Ocamera angle and viewpoint determine the contents of a view, it is the lighting
- *2Sthat brings it to life. Intricacy of lighting can be the most important element in
- *2Jfocusing attention within a view and creating interest. A difficulty with
- *2Qcomplex lighting is that the results of various combinations of lights is hard to
- *2Jpredict with accuracy. Practice and experience can reduce the effort, but
- *2Hexperimentation is still the only reliable method of determining optimum
- *2Llighting. If there is to be a series of views of a similar type, a standard
- *2Mcombination of lights may be developed and reoriented as a group, rather than
- each light individually.
- The Light Designer
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- Windows 3.10 (Maker 1.03)
- Nick Josephs
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- Visual Software, Inc.
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