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Lesson 12: Lighting the Fruit Bowl

This lesson shows you how to use lighting to add character and atmosphere to the scene. In the real world, light is what defines the shape and form of objects. This lesson introduces you to various lighting models and effects.

You may have already noticed two light icons in the fruitbowl scene in the modeling windows. These icons represent a directional light and an ambient light, which were placed automatically when you performed a quick render. If these lights had not been added automatically, the scene would have been rendered as a black image. In this lesson you add a spotlight, change it to a point light, and then add special effects to make it look like a flame.

Initial Setup

You start by opening the fruitbowl file from Lesson 11.

Open an existing file

  1. From the File menu, select Open.
  2. Double-click the file named myfruitbowl3 from the CourseWare project folder in the File Lister.

    or...

  3. If you did not complete Lesson 11 or you do not have the necessary file, select the L12_Fruit3 file in the CourseWare directory. It contains the necessary wire file and shaders.

Retrieve a new candle object

  1. Once the file is opened, select
    Import File- from the File menu.
  2. In the Import File Options window, set Keep Windows to OFF and click the Import File button at the bottom of the window.
  3. In the File Lister, double-click the L12_Candle file icon.

    Note: You have merged these two files into one 3D scene so they can be saved together.

Create a New Layer

  1. Select Pick Object from the Tool Palette and click on the candle to select it.
  2. From the Layers menu, select New. Double-click the L1 button on the title bar and change the name to candle.

  3. From the candle Layer popup menu, select Assign. This places the candle on the new layer.

Spotlight

Next, you add a spotlight to the scene. Spotlights are directional, and have the following unique properties:

Place a spotlight in the scene

  1. Select Objects Lights Spot from the Tool Palette, and click in any orthographic window to place the light in the scene.
  2. While the light is active, select
    Xform Move, type 8 0 6 and press Enter to move the light into position.

    Open the Light-lister

  3. With the spotlight active, select
    Multi-lister Lights from the Windows menu. The Multi-lister only displays lights and is referred to as the Light-lister.

    Look through the spotlight using the Spot View

  4. Double click the Light#3 icon to open the Light editor and open the
    Spot View section.

    Tip: If you can't see the whole Spot View window, resize the Light editor.

    The view corresponds to the objects on which the light is shining. This can help you place the light and its components with accuracy.

    View spotlight components in the SBD window

  5. From the Windows menu, select SBD to open the SBD window and place it in the lower right corner of the screen. Find the spotlight, which should be to the left in the SBD window.
  6. Select Pick Nothing from the Tool Palette, then select Pick Object.
  7. Click the brown node above the view component node of the light to make it active. You cannot pick the yellow nodes directly.

  8. Click the Light-lister's minimize button to move it away from the Top window.

Move the view component of the light

  1. Select Xform Move from the Tool Palette.
  2. Click-drag in the Top and Front windows to move the view component (displayed in yellow in the modeling windows). Notice how the Spot View window automatically changes.
  3. Move the view component until the candle is in the center of the Spot View window.

    Modify the spotlight's spread

  4. Open the Spot Parameters section of the Light editor.
  5. Click-drag the Spread slider to change the spotlight's spread.

    As you drag the slider, the cone that represents the spotlight spread widens and narrows in the modeling windows. The spot circle is also updated in the Spot View window, showing the extent of the spotlight from its point of view.

    Tip: By varying the spotlight spread, you can create a tight spotlight that points at a specific object, or you can flood a scene with light.

    Modify the light's Penumbra

  6. In the Spot Parameters section of the Light editor, click the button next to Penumbra to see it in the Spot View window.
  7. Move the Penumbra slider. Notice how it affects the circle inside the main spotlight cone. When negative values are used, the penumbra circle is displayed inside the Spot View and displayed outside when positive values are used.

    The edge of the spotlight's shadow can be either sharpened or softened by the Penumbra setting. As the penumbra gets smaller, the edge of the spotlight gets harder.

    Tip: Some softness is generally preferred, since hard-edged shadows are rarely found in real life.

    Turn shadows on for the spotlight

  8. Scroll in the Light editor and open the Active Effects section.
  9. Click the On button next to Shadows to use this light to cast shadows. Click this button to toggle the spotlight's shadow casting on and off.

    Note: Spotlights are the only type of lights that cast shadows in the Raycast rendering mode. The next lesson illustrates the differences between Raycast and RayTraced renderings and how lights are used accordingly.

    Close the SBD window and open the Light-lister

  10. Click the close button in the SBD window's title bar and click the Multi-lister icon to open (or maximize) the Light-lister.

    Tip: Spotlights are an effective way to add realistic light to a scene. Spotlights are also useful as the lightsource for a table lamp in RayCast mode, where it would be otherwise impossible to recreate the light cut off by the lampshade. Because you have a great deal of flexibility in defining all its parameters and direction, the spotlight is perhaps the most controllable light source.

Linking Lights

Next, change the spotlight to a point light and link it to an object. Any light can be linked to any object, exclusively or non-exclusively. Light linking can create an effect where one or two objects in a scene are lit only by a specific light. This results in only certain objects receiving a particular shadow, lighting effect, color enhancement or glow. Without light linking, all objects receive the general lighting cast by other lights in the scene.

Turn the spot light into a point light

  1. Double-click the spotlight icon on Light #3 in the Light-lister and change the light type to POINT in the editor. Notice how the parameters change when you change the light type.
  2. Open the Common Parameters section of the editor.
  3. Change the Intensity of the light to 10 and click on the Color sample to open the Color editor.
  4. Change the HSV color values as follows: Hue to 110, Saturation to 1.0, and Value to 1.0.

    Link the spotlight to the orange with the link editor

  5. Select Pick Nothing to deselect all objects.
  6. Select Pick Object and click both the orange and the point light you just created.
  7. Then, click the point light icon in the Light-lister to make it active. (The icon is located in the upper left corner of Light#3, when the icons are set to large.)
  8. From the Windows menu, select
    Edit Light links to open the
    Link Editor. When the Link Editor is first opened, it only displays active objects and lights.

    You can add objects and lights to the Picklist by picking them in the modeling window and clicking the Add button in the Components section of the Link Editor.

    Link the point light to the orange

  9. Since the orange and the point light are the only components you want to link, click the Link button.

    QuickRender the Orange

  10. Click in the Perspective window to make it active.
  11. Select Quick render- from the Render menu, make sure it is set to All, Turbo Assist is off, Shading frequency is set to 10, and then click the Go button.

    Note: You cannot use Turbo Assist since it uses its own lighting and ignores the lights set in the Light-lister.

    Notice how the shading on the orange has changed. This is because it is now receiving light only from the point light, and not the direction and ambient lights. However, the point light is not exclusive to the orange. It also provides additional green light to the other objects in your scene. Let's assume that you only want it to affect the orange.

  12. Click in the QuickRender window to close it.

Make the point light exclusive to the orange

  1. In the Common Parameters section of the point light's editor, turn
    Exclusive Link ON.

    This feature allows the light to shine only on the object it is linked to (in this case, the orange).

  2. Select Quick render from the Render menu. Notice that the orange looks the same as it did in the last quick render, but the rest of the scene no longer has a green tinge. The point light now lights the orange exclusively.

    Unlink the light

  3. Since you do not really want the orange to render green, you should unlink the light. Click the Unlink button in the Link Editor, and turn Exclusive Link OFF in the Light editor.
  4. Close the Link Editor.

    Delete the point light

  5. With Nothing picked, select
    Pick Object and select the point light.
  6. Delete it by selecting Delete Active in the Light-lister.

Light Glows

Using the glow and halo features, you can make a point light look like a candle flame. The glow effects are also animatable so you can also make the candle flicker. While the following settings produce a realistic candle flame, keep in mind that there are also many other ways to simulate a flame in Alias.

Create and place a point light

  1. Select Objects Lights Point, then click in the Front window to place the point light at the top of the candle wick.
  2. In the Top window, move the point light using Xform Move to place it at the proper position at the tip of the candle.
  3. To get a better view, look at the scene in the Perspective window.

    Open the Light editor and edit the Glow and Halo

  4. In the Light-lister, double-click the point light you just created to open its Light editor.
  5. In the Active Effects section, change the Glow to SPECTRAL, and notice how the icon in the Light-lister changes.
  6. Change the Glow to EXPONENTIAL and notice how the icon reflects the change. Although the Light-lister previews the final light, you'll still need to create test renderings to see how the light affects the entire scene.
  7. To create the flame, change the Glow to LINEAR, then change the Halo to RIM HALO.
  8. Open the Common Parameters section and change the Intensity value to 2.
  9. Click the white color sample, and in the Color editor change the following HSV values: Hue to 56, Saturation to 0.675, and Value to 1.

    Edit the light's Glow and Halo settings

  10. Open the Glow Effects section, then open the Glow sub-section. Make sure the Intensity and Spread values are set to 1.
  11. Scroll down and open the Halo section. Change the halo Intensity to 0.10 and Spread to 1.50.

    Close all windows

  12. Close the Color editor, Light editor and Light-lister.

QuickRender the scene

  1. To see the flame, select Quick render- from the Render menu. Set Quality to High, Shading Frequency to 10, and toggle Turbo Assist on. Also toggle Glow Pass on to include the new light.
  2. Click Go. The resulting quick render gives you a quick evaluation of the lighting, including a basic light glow.

    Save the file

  3. Select File Save as. Name this file myfruitbowl4 and click the Save Wire button.

You can use this file in the next two lessons as you explore rendering and animation for design.

Conclusion

You have now seen the basic effects of lights and how they can be applied to a scene. You have linked lights and modified the parameters affecting them. Alias has other lighting effects such as halo and fog that you can explore on your own. Next, you'll render this scene fully to see your work as a photo-realistic image.



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