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5. Light and Shadow |
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5.1 All sources of light in one cell |
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5.2 Any type of light can be changed into another one: |
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General > Type |
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5.3 Settings Render (Ctrl+B) > Options > Untick Default Light |
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5.3.1 Because of that i often saw darkness in Render |
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5.4 General -- it's the main tab among other ones |
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5.4.1 Intensity: it can be either higher 100% or lower 0%. Sometimes it helps |
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5.4.1.1 When it's lower 0%, it takes light from other sources, like Black Hole |
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5.4.2 Shadow: None (default); |
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Shadow Maps (soft); |
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Raytraced (hard); |
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Area |
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it's sequence due to the easiest Render to the most difficult (Area) |
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5.4.2.1 Viewport > Option > Shadows: Switch on Shadow without Render. It must be ticked Enhanced OpenGL |
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5.4.3 No illumination (tick and untick) |
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it switches off light at all, even in Render, provided that Default light is untick; |
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it's useful when one's want to throw it from C4d into AfterEffects, because lights can be convenient as coordinates in space. |
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5.4.4 Ambient Illumination (tick and untick) |
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light starts shining from all sides. it's very useful |
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5.4.5 Diffuse (tick and untick) |
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for usual lighting without reflections |
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5.4.6 Specular (tick and untick) |
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it's with reflections |
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5.4.7 Show illumination (tick and untick) |
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hides paths of frames and falloff, very useful |
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it can be done with Viewport > Filter > Light (here everything) |
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5.4.8 Export to Compositing |
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it lets one's give coordinates to other programmes (after effects) |
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5.5 Light Object > Shadow |
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5.5.1 We can change type of shadow either in Light Object > Shadow > Shadow or in Light Object > General > Shadow |
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5.5.2 Density: we can increase or decrease changing transparency and even contrast |
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5.5.3 Color: changing color of shadow |
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5.5.4 Tick Transparency: for correct displaying shadow from transparent objects |
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5.5.5 Shadow Map Soft |
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5.5.5.1 Shadow Map Soft > Shadow Map: 250x250 (the more the better, because there can be artefacts in shadows) |
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5.5.5.2 Sample Radius (from 1 to 20, standard 3): for blurring edges of shadow |
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5.5.5 Outline Shadow (tick, untick): if it needs for viewing in render only edges of shadow |
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5.5.6 Area |
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5.5.6.1 Accuracy: 75% |
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5.5.6.2 Minimum samples: 8 -- for those places where minimum influence shadow on environment |
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5.5.6.3 Maximum samples: 100 -- for those places where the most problem places (border between light and shadow; more contrast shadow, etc.) |
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5.5.6.4 These settings only for Standard Render |
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5.5.6.5 For Physical Render settings in: |
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Ctrl+B > Physical > Physical > Shadow Subdivision (Max) |
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5.6. Difference between Standard and Physical Render |
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5.6.1 Physical Render lets you render Deep of Sharpness; Motion Blur, Chromatic Abberations |
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5.6.2 Standard Render can give Sketching |
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5.7. Light Object > Details |
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5.7.1 Contrast (very useful parametre): it sets sharpen or blurring border between light and shadow on the object. |
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5.7.1.1 Contrast can be very high and below 0 |
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5.7.2 When Type Area, we can regular size of shadow with Size X and Size Y |
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5.7.3 Falloff: it's better always use |
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5.7.3.1 Invers square (Physical accurate) -- the most popular radius of falloff |
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5.7.3.2 Linear -- it's a falloof near to the border |
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Here can be set Inner Radius |
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5.7.3.3 Step -- contrast border between light and shadow |
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5.7.3.4 Invers square clamped -- like invers square (physical accurate), but bright spot dissapears |
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5.7.4.1 When regular Details > Radius Decay: i should regular General > Intensity because the higher Radius Decay the more intensity (overlighting) |
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5.7.5 Use Gradient (tick and untick): it lets to make gradient in render of falloff |
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5.7.6 Z Direction only (tick and untick): it lets one's make only half falloff accordint to axis Z |
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5.8 Light object > General > Type. |
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5.8.1 Type > Spot |
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5.8.1.2 often use with target: |
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a) tag Target on Spot; |
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b) Separately creating Null called Light Target |
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c) properties tag Target > Target Objects > Null Light Target |
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d) Null Target into needed motion Object |
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5.8.2 Type > Target Light: it's like previous but much better (use only this) |
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5.8.3 Type > Infinite Light |
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a) it's like a source of light is from the sun |
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b) it depends only on Z-axis |
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c) important property is Rotation |
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d) it doesn't depend on position of infinite light |
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e) if one needs to blur shadow: Details > Infinite Angle (only with |
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Shadow: Area) |
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5.8.4 Type > Area |
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a) type > area + shadow > area -- most qualitative |
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5.8.4.1 Type > Area > Details |
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a) Outer Radius: change the size of Area Shape |
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b) Aspect Ration: change proportion Size Y/Size X |
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c) Area Shape: different forms of a source of light |
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d) Show in Render: See a source of light in Render |
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e) Show as solid in Viewport: See a source of light in Viewport |
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f) Falloff Angle (default 180): change an angle of lighting (only shows in Render) |
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g) Samples: minimum 16, maximum 1000. the more the better, |
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but it take more time; |
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Area -- is lots of omni; |
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for avoiding artefacts |
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h) Add Grain (Slow): helps avoiding artefacts too |
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i) we can use any Converted Object as a source of light: |
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Area Shape: Object; |
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Object: needed aim; |
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Tick Show in Render (for imaging in Render); |
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For correct imaging in Viewport: coordinates of a source of |
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light into converted needed Object and better to make a |
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daughter |
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5.8.5 Type > Square Spot |
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a) similar to Spot Light (pyramid against circle forms) |
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5.8.6 Type > Parallel |
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a) similar to Infinite Light |
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b) in Render Shadow is blur |
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5.8.7 Type > Parallel Spot |
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a) it's like a bundle of light from infinite distance |
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5.8.8 Type > Square Parallel Spot |
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a) like Square Spot, but from infinite distance |
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5.8.9 IES |
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a) it looks at Z-axis |
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b) it takes data from special files .ies |
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c) it's universal format which can go from one programme to other. |
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5.8.9.1 IES > Photometric |
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a) Tick Photometric Intensity |
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b) Intensity |
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c) Units: Candela (cd) default or Lumen (lm) |
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5.8.9.1.1 Photometric Data |
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a) we can take other data from Content Browser |
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b) those data give differen direction and intensity |
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c) chosen file IES in Content Browser transmit into Phtometric > Filename |
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d) we can see preview in chosen file (twice press) |
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5.9 Light > General > Visible Light |
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a) Visible: it lets to see a source of light in Render |
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b) Volumetric: the most realistic visible a source of light due to better disperse |
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c) Inverse Volumetric: vice verca of Volumetric |
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5.10 Light > Visibility |
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a) Inner Radius shows inner visibility in Render a source of light |
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b) Outer Radius |
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c) if definition of Inner Radius gets nearer to Outer Radius, a source of light will be more contrast in Render |
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d) there must be General > Visible Light > Visible |
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e) Tick Use Gradient |
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d) Color, on black Arrow where we can load preset |
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6. Materials and textures |
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