Lighting
How to use and customize lights.
Types of lights
The following are brief descriptions of the different buttons on the Lights and Cameras tab. Each light tool puts down the same light node, but with different specifications. However, the Ambient Light puts down an
Ambient Light node since its unique from the other five.
| Point Light | Emits light from a point in all directions and is similar to a light bulb. | ||||||||
| Spot Light | Radiates a cone shaped beam of light from a point in a certain direction. | ||||||||
| Area Light | Automatically distributes a number of light sources over a specified area. There are five area light shapes to choose from.
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| Distant Light | Emits parallel rays of light, which are similar to the rays of the sun. | ||||||||
| Environment Light | Casts light into the scene as if from a surrounding hemisphere or sphere. The default environment light is a hemisphere; however, you can make it a full sphere by turning on the Use full sphere for environment checkbox on the Area Light Options sub-tab of the Light tab in the parameter editor. You can also change the sampling density in the Area Samples parameter on the Area Light Options sub-tab of the Light tab in the parameter editor. The position of the light does not matter. You can rotate the light object to orient the light source. With no rotation, hemisphere lights are oriented to cover the region above the XZ plane. An environment light may use a texture map to provide illumination from an environment map. With no rotation, the environment map is oriented so that the top face aligns with the positive Y axis. | ||||||||
| Ambient Light | Emits light from all directions to illuminate the scene (source-less light). For specific parameter information, see the Ambient Light node help. |
For specific parameter help see the
light.
Switcher
Placing lights and cameras in the viewer
There are three ways you can place lights and cameras in the scene view. Objects can be moved once they are placed by either dragging them in the scene view or changing the values in the parameter editor.
| To... | Do this |
|---|---|
Place lights and cameras in a specific location in the scene view |
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Place lights and cameras at the origin |
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Place a light or camera by looking through it |
When looking through the camera there are handles on the sides of the scene view which allows you to orient and crop.
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Handles
Clicking
on lights and cameras in the scene view gives you more camera and light manipulator handle options. The two that are unique to lighting are the cone handle and the frustum handle. The two that are unique to cameras are the focus handle and the frustum handle.
| Cone handle | Allows you to control the delta and cone angle. |
| Frustum handle | Allows you to set the near and far clipping planes and the focal length. |
| Focus handle | Allows you to control the depth map focus. |
Use the view keys to move a light or camera
Look through a light or camera as described above. You can also choose a light or camera to look through once it is created by choosing it in the camera menu.

Lock the light or camera to the view by clicking the
Lock camera/light to the view button, which is located on the toolbar on the right side of the view. You can also lock the light or camera to view by by turning on Tie Camera (or Light) to View in the camera menu.Use the tumble, track, and dolly keys to move the light or camera.
Unlock the light or camera to place it.
Make a light or camera look at an object
Create an object.
Click Look At on the Modify shelf.
Select the object to look at and press Enter.
You can also make a light or camera look at an object by setting it on the Lookat Options tab on the Transform tab of the parameter editor.





