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light [2021/01/21 13:30] – croft | light [2023/03/29 15:47] (current) – steph.jorgensen | ||
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The properties on the [[kclighting|Light Object]] control how the scene is lit. | The properties on the [[kclighting|Light Object]] control how the scene is lit. | ||
+ | |||
+ | To open lighting properties, in the [[tooltree_window|Tree Window toolbar]], select **Light** > **Edit light properties**. | ||
=====Environment===== | =====Environment===== | ||
- | ==Preset== | + | ====Preset==== |
Quickly set the other " | Quickly set the other " | ||
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The properties in this group control the directional light hitting the tree (which can be considered the sun). | The properties in this group control the directional light hitting the tree (which can be considered the sun). | ||
- | ==Color== | + | ===Color=== |
The color of the directional light. | The color of the directional light. | ||
- | ==Intensity== | + | ===Intensity=== |
How much directional light exists in the scene. | How much directional light exists in the scene. | ||
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The properties in this group control both the ambient light hitting the tree and the colors shown in the background of the [[tooltree_window|Tree Window]]. | The properties in this group control both the ambient light hitting the tree and the colors shown in the background of the [[tooltree_window|Tree Window]]. | ||
- | ==Type== | + | ===Type=== |
The style of ambient light to use - 3 color or [[kclighting# | The style of ambient light to use - 3 color or [[kclighting# | ||
- | ==Sky== | + | ===Sky=== |
The color used at the apex of the sky in 3 color lighting. | The color used at the apex of the sky in 3 color lighting. | ||
- | ==Horizon== | + | ===Horizon=== |
The color used for the horizon of the sky in 3 color lighting. | The color used for the horizon of the sky in 3 color lighting. | ||
- | ==Ground== | + | ===Ground=== |
The color of the ground plane in 3 color lighting. | The color of the ground plane in 3 color lighting. | ||
- | ==HDRI== | + | ===HDRI=== |
The filename of the spherically mapped texture to use for the environment. This can be a true high dynamic range image in the HDR format, or it can be EXR or even any of the other image formats the Modeler supports. | The filename of the spherically mapped texture to use for the environment. This can be a true high dynamic range image in the HDR format, or it can be EXR or even any of the other image formats the Modeler supports. | ||
- | ==Intensity== | + | ===Intensity=== |
How much ambient light exists in the scene. | How much ambient light exists in the scene. | ||
- | ==Directional tint== | + | ===Directional tint=== |
When used on the tree, how much to interpolate from the actual ambient value to the directional color. This lets you decide to have a very colorful background without too much of that color affecting the tree lighting itself. | When used on the tree, how much to interpolate from the actual ambient value to the directional color. This lets you decide to have a very colorful background without too much of that color affecting the tree lighting itself. | ||
- | ==Specular scale== | + | ===Specular scale=== |
When using an HDRI, a scalar applied to the specular from the environment. | When using an HDRI, a scalar applied to the specular from the environment. | ||
- | ==Subsurface scale== | + | ===Subsurface scale=== |
When using an HDRI, a scalar applied to the subsurface from the environment. | When using an HDRI, a scalar applied to the subsurface from the environment. | ||
- | |||
=====Rendering===== | =====Rendering===== | ||
These properties control general rendering of this tree. | These properties control general rendering of this tree. | ||
- | ==Window background== | + | ====Window background==== |
This button lets you quickly set the actual background to the same settings used for the ambient environment. It is the same as setting them on the [[tooltree_window|Tree Window]]. | This button lets you quickly set the actual background to the same settings used for the ambient environment. It is the same as setting them on the [[tooltree_window|Tree Window]]. | ||
- | ==Tonemapper== | + | ====Tonemapper==== |
The type of tonemapping to convert the high range lit image to one viewable on the screen. | The type of tonemapping to convert the high range lit image to one viewable on the screen. | ||
- | ==Flip backside normals== | + | ====Flip backside normals==== |
By default this is enabled. It will cause the normals to be flipped on the back side of two-sided geometry. This, plus normals close to face normals, will provide the most accurate specular response. However, this doesn' | By default this is enabled. It will cause the normals to be flipped on the back side of two-sided geometry. This, plus normals close to face normals, will provide the most accurate specular response. However, this doesn' | ||
- | |||
=====Ambient Occlusion (AO)===== | =====Ambient Occlusion (AO)===== | ||
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//AOnew = ((AO + Brightness - 0.5) x Contrast + 0.5) x (Max - Min) + Min// | //AOnew = ((AO + Brightness - 0.5) x Contrast + 0.5) x (Max - Min) + Min// | ||
- | ==Brightness== | + | ====Brightness==== |
Makes the AO brighter/ | Makes the AO brighter/ | ||
- | ==Contrast== | + | ====Contrast==== |
Increases the difference between light and dark AO values. | Increases the difference between light and dark AO values. | ||
- | ==Min== | + | ====Min==== |
Sets the darkest value of AO. | Sets the darkest value of AO. | ||
- | ==Max== | + | ====Max==== |
Sets the brightest value of AO. | Sets the brightest value of AO. | ||
- | ==Quality== | + | ====Quality==== |
The quality of the rendered AO. This will affect the amount of time it takes to compute it. | The quality of the rendered AO. This will affect the amount of time it takes to compute it. | ||
- | ===Ground Effect=== | + | ====Ground Effect==== |
These properties control an additional AO provided from the ground near the bottom of the tree. | These properties control an additional AO provided from the ground near the bottom of the tree. | ||
- | ==Value== | + | ===Value=== |
The AO value to use at the bottom of the tree. | The AO value to use at the bottom of the tree. | ||
- | ==Distance== | + | ===Distance=== |
How far to spread this AO effect up the tree. | How far to spread this AO effect up the tree. | ||
- | ===Computation=== | + | ===Blur=== |
+ | How much to blend the AO values as they near the end of the effect. | ||
- | ==Render== | + | ====Computation==== |
+ | |||
+ | ===Render=== | ||
Renders new ambient occlusion. | Renders new ambient occlusion. | ||
- | ==Clear== | + | ===Clear=== |
Clears ambient occlusion to white. | Clears ambient occlusion to white. | ||
=====Shadows===== | =====Shadows===== | ||
- | ==Quality== | + | ====Quality==== |
Sets the quality of shadows used. Higher quality equals sharper shadows, but also slower rendering in the Tree Window. | Sets the quality of shadows used. Higher quality equals sharper shadows, but also slower rendering in the Tree Window. | ||
- | ==Ground | + | ====Ground |
Brighten/ | Brighten/ | ||
+ | ===== Global ===== | ||
+ | Edit lighting for multiple generators at once. To opt in a generator for global lighting, set its **Lighting: | ||
+ | |||
+ | **Hint**: To change the **Lighting: | ||
+ | |||
+ | ====Puffs==== | ||
+ | Adjust the vertex normals relative to the model’s anatomical structure. Edit multiple properties to get the most natural lighting effect. If any **Puffs** values reach 1.0, they override the original normals. Adjustments made with these properties adapt to procedural or manual changes to the model. | ||
+ | |||
+ | ===Tiny=== | ||
+ | Adjust the vertex normals within a very small scale. Results in the most localized changes on the model. | ||
+ | |||
+ | ===Small=== | ||
+ | Adjust the vertex normals within a small scale. | ||
+ | |||
+ | ===Medium=== | ||
+ | Adjust the vertex normals within a medium scale. | ||
+ | |||
+ | ===Large=== | ||
+ | Adjust the vertex normals within a large scale. | ||
+ | |||
+ | ===Huge=== | ||
+ | Adjust the vertex normals on a model-wide scale. Results in uniform changes to the model. | ||
+ | |||
+ | ====World==== | ||
+ | |||
+ | ===Up=== | ||
+ | Angle the vertex normals up or down along the z-axis. Use this property for uniform lighting on grass models. | ||
+ | |||
+ | ===Projectors=== | ||
+ | Adjust the vertex normals relative to a mesh asset [[geometry_forces|geometry force]]. This property is only available if you enable **Normals projection** in the geometry force properties. | ||
+ | |||
+ | ====Visualization==== | ||
+ | Display the vertex normals for all generators with their **Lighting: | ||
+ | |||
+ | ===Show=== | ||
+ | Choose when to display the vertex normals. | ||
+ | |||
+ | ^ **Property** ^ **Description** ^ | ||
+ | | **Never** | Don’t display the normals. | | ||
+ | | **When Light is selected** | Display the normals when the Light properties are open. | | ||
+ | | **Always** | Display the normals at all times. | ||
+ | |||
+ | ===Style=== | ||
+ | Choose to view all vertex normals or a reduced number. | ||
+ | |||
+ | ^ **Property** ^ **Description** ^ | ||
+ | | **All normals** | Display all normals. | | ||
+ | | **Some normals** | Display a reduced number of normals. | ||
+ | |||
+ | === Scale === | ||
+ | Increase the length of the vertex normals. |