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+ | ====== Lighting ====== | ||
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+ | =====Directional Lighting===== | ||
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+ | There is one global light source in the Modeler, which can be assumed to be the sun since you are modeling a tree. | ||
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+ | ===Gizmo=== | ||
+ | {{ :: | ||
+ | The light object itself sits in the top-right corner of the [[tooltree_window|Tree Window]]. When you click it, you are presented with a gizmo to rotate it, and thus affect the directional lighting in the scene. | ||
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+ | Selecting the light will also show the [[light|Light Properties]] in the [[toolpropertybar|Property Bar]], where you can edit all the other lighting information. Right clicking on the light will also present a contextual menu with shortcuts to many lighting options. | ||
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+ | ===Color/ | ||
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+ | The color and intensity of the directional light can be adjusted in the [[light|Light Properties]] when the light is selected. Lighting presets are also available to quickly switch between lighting scenarios. | ||
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+ | ===Shadows=== | ||
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+ | Directional light will cast shadows. You may change the quality of these shadows in the [[light|Light Properties]] or contextual menu on the light object, but there is a trade-off in rendering speed. | ||
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+ | =====Ambient Lighting===== | ||
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+ | Ambient light is light that exists in the scene but is not coming directly from the sun / light source. It is light from the environment around the subject. Without any ambient light, shadows would be completely black. | ||
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+ | ===Color/ | ||
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+ | The color and intensity of the ambient light can be adjusted in the [[light|Light Properties]] when the light is selected. Lighting presets are also available to quickly switch between lighting scenarios. | ||
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+ | Ambient light uses three colors to set up the environment: | ||
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+ | ===Ambient Occlusion=== | ||
+ | {{ :: | ||
+ | Ambient light comes from all directions at once. But similar to how directional light can cast shadows, parts of the tree should be " | ||
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+ | AO will darken crevices and the interior of a tree, giving it much more realistic lighting. You can also use an [[kcmaterialspbr|ambient occlusion map]] to further refine AO on a per-material basis. | ||
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+ | Calculating AO is fairly quick, but it is not something that can be done all the time. You can compute it by clicking the " | ||
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+ | With default settings, AO will most likely do a good job. However, you can further refine the effects of AO by modifying the " | ||
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+ | > | ||