All right now let's take a look at lighting our scene and the different options that we have for lighting
our scene.
Now we already went over the emitter but we're going to go over that a little bit more.
So first things first let's actually go to the rendered mode so we can see how it looks in real time.
And you can see the armiger object is one way to light up a scene.
We're going to leave this for now.
And let's start with the very basics of how to light the seams.
Now at the very basic basic way is to hit shift day add mesh and add a lamp points lamp over here.
I'm going to hit Z to go back into solid mode and you could see that this right here is our point lamp.
And over here if we go to the options panel you can see that we have the different options for this
point lamp that we have here.
We could obviously change what kind of lamp it is as well.
So instead of hitting shift day add lamp sunspot Hemmy or area you could change it here if you want
to do so.
Right here we have the name of the lamp.
We have some custom custom properties and here's a little preview of the light and how strong it is
or how dark it is.
And it gives you kind of a rough preview or draft of how it's going to look like.
Now right here are your main options.
Again you could choose which kind of lamp you want you can choose the size.
So let's go ahead and actually see what this does in our scene.
It's got to rendered.
And you can see that right now we grab our lamp.
Let's actually split the viewport right here.
And you can see the our lamp.
We have it selected.
And if we increase the strength of it it will actually add more light or less light.
And for some reason actually right now it's not working.
So there seems to be a glitch with it when you go ahead and delete it hit shift day add lamp points.
And there we go.
Not to sure what was happening with that one I might have touched a button by accident but I don't believe
so.
So right here again you could change the strength so that it's stronger.
You see right here it's getting brighter and brighter.
If we put it.
Crank it up to a thousand and see that's very very bright.
And again the strength determines the brightness of the light.
Now of course the color as the name implies changes the color of the lighting.
And right here we have the size.
Now the size is basically for the shadows in order to see this putter.
Let's go ahead and add a plane in.
So shift day and mesh plane we're going to add a ground floor.
So scale this up over your whole scene and hit GZ and bring it down under your house.
Like so make sure it's under the house
like so.
So now we have a floor on there.
And if I go back to my lamp by selecting it right mouse clicking I can see that the size is basically
for the shadow sampling which means how many how detailed those shadows will be.
So if we go to shadow over here for example this one if I put the size to point 1 I believe it actually
makes it so that more diffused the less you put it.
So if I put 0 you can see that's a very very sharp.
If I put three I can see that it makes it diffused or it kind of makes the shadow not so sharp.
It it it bounces it more across the objects and makes it so that it's not a straight black line which
is for the most part shadows.
If you look at them the closer you are for example if you project your hand your shadow on a wall the
closer you hand is to the light the more precise the shadow will be.
But the further away your hand is from the lights it will start to diffuse just like this.
So again zero.
It's completely you know completely straight line of a shadow.
And the more you increase this the more it will diffuse across the plane or whatever the shadow is falling
upon.
So I'm going to leave it at one and then right here the bounces is basically the number of light bounces
that are occurring in the render.
If I put this to zero you can see that it has a certain particular effect and if I put this to 3000
You can see that it changes it slightly.
Now again the max bounces actually only goes to 1024.
So you can see them at 3000.
But for the most part I just leave it at the default of 1024 and the size again the size you want to
play around with because 0 is usually unrealistic and you kind of want to add a little bit of fuzziness
to your shadow.
Now the surface light that we have here is emission it's an emission lamp.
And again we went over the color and the strength already.
Now this is a point lamp.
It would be great for something such as a lamp a bedside table a lamp in the street you know as the
name implies it just emits from this little particular spot and it emits from there and shoots out.
Now the sun lamp is drastically different.
Let's put the brightness way down on the sun lamp let's put it to 100 maybe even that's too much let's
put it to turn or one maybe was put it to three.
So the Sunland as you can see it doesn't really have a point of origin that it goes from a kind of no
matter how far the light is for example with the point.
The closer it is the more it illuminates.
You can see right there on the floor if it's right next to Flora will illuminate the floor.
And the further away the more the light dissipates the sun lamp doesn't agree to any of those rules
or terms a sun lamp just goes on pretty much forever.
Doesn't matter really where you place it in the scene now does matter how it's rotated or position.
You can see that if I rotate it like so right now I'm hitting our wants to rotate and then our once
again to tumble it could see that if I place it like this we can get pretty cool shadow of our house
like so.
So it does cast a shadow but the lighting as far as the distance doesn't really get applied.
Now again the size.
So once again the sharpness of the shadow 0 is very sharp.
You can see it has a pretty cool feel.
I mean you can have a cartoon that has these kinds of shadows.
And the higher you go the more diffused the shadow will be on the floor.
Again we have the max bounces and we can select if it casts a shadow at all or not.
And this one right here like the name implies.
I've actually never used this one quite honestly but apparently reduces noise for area laughs and sharp
glossy materials.
So that would be on an aerial lamp.
And if you have glossy materials the noise the noise if you don't know is all these little pixels when
you move all the little dots and pixels those are the noise that's the noise of the image.
As you can see right here sampling is at 10 11 12 13.
The higher it goes the less noise or the less grainy it will be.
So this basically as an air implies it reduces the noise for area lamps and sharp glossy materials.
So as regarding to this lamp I don't believe it does much as it's four area lamps and shiny materials.
Now again we have our color.
We can change our color that affects the sun lamp for sure and the strength.
The next light is the spotlight.
This one is pretty cool.
This is kind of like the sun lamp.
And the point lamp mixed together.
So I'm going to hit Allt are to clear the Loek the rotation and bring it down here and move it up as
well.
Now I'm going to increase the strength to 50 and you will see that if I bring this up more increase
the strength even more
you will see that for some reason is not actually shining.
I'm curious to know why.
There we go.
Let me change the color of it and make it a little bit harder to see.
All right so if I increase the strength even more you can start to see right here.
We have a big spot on the floor and actually if we turn down the size we'll see it even better because
it's going to be sharper on the edges.
And let's increase the strength to 2000.
And now you can see that the spot lamp is basically as the name implies it.
It's kind of like you would probably use this and you know those scenes with the actors and you know
behind the scenes or the the rock and roll concert you know spotlights or a street light.
You could use this as a street light as well it's very useful for that because it creates this spot
lamp on the floor.
Again the size is the the the diffuse or the Nonda fuse of the shadow you could see a higher number
it's very diffuse and at zero.
It's very clear crisp and clear.
You could also put Show Coan which will show you the cone right here of how the light where the light
is within the scene so you can see if you have objects within this light there are going to be lit up
from this lamp or this spotlight.
Also you could change the size of it.
This is the angle of the spotlight.
So by changing it you're actually making a thinner or thicker or bigger and then the blend right here.
This is basically as the name implies it softens the spotlight edge which kind of does the same thing
as the size up there.
But we have an extra option here and you could see you could even get an even crisper feel to it.
And this is dictated by this second circle within the circle here.
So the further in the second circle the more diffused it is the further out or closer to this main circle
the more it's going to be crisp and sharp.
So that's pretty much the spotlight.
It's really awesome light to use.
And of course you can change the color of it as any other lamp.