|
Introduction |
|
In this tutorial,
we'll explore an often unused feature - Light Glows.
This tutorial
requires:
Pixels3D
| studio | v3.x
|
Downloads |
Create
a Light |
|
First, we'll need a light.
Choose Shape>Light ( 0 key )
|
|
Set
up the Light Glow |
| In the Light Info
Window ( CMD-i ), click the Glow checkbox, and use the
settings on the right. |
|
Quick
Render |
|
Do a Quick Render (CMD -R).
The glow appears as a radial gradient that uses the Inner
& Outer Core values as boundaries, and the Rate
to control falloff.
|
|
Change
the Glow Color |
|
The Glow Colors are controlled by channels in the timeline,
so let's open the Timeline. ( CMD-t ).
On the right is the expanded hierarchy of a light.
The Inner Core Color is the color to be applied to the
Inner Core, the size of which, we specified in the Light
Info window.
The Outer Core Color is the color to be applied to the
falloff from the Inner Core.
These colors are in RGB format, with each color channel
ranging from 0.000 to 1.000, and having it's own
FCurve for Animation.
Also, notice the Inner/Outer Core size, and Rate have their
own FCurves, and can be animated over time.
Set the Outer Core Color to Blue-Green by zeroing the Red Value.
|
|
| Do a Quick Render
to see the result. |
|
Now,
Change the Glow Color a Little Quicker |
|
With the Zippy Extra installed, choose
Extras Menu>Zippy
Zippy is an older Extra that allows you to change various hard-to-reach
parameters with a simple interface.
|
|
|
Click the Lights Tab to switch to Lights mode.
Notice the two Glow Color Swatches represent the glow
colors of the currently selected light.
Choose the Glow Light from the Light Popup.
Click the Outer Glow Swatch.
|
|
|
A Color Picker opens, allowing you to visually select
the Glow Color, without figuring out the RGB values.
Select a new color, and click OK.
|
|
| Switch back to Pixels,
and do a Quick Render to see the result. |
|
Multiple
Glows |
|
This is a simple, yet elegant effect.
Duplicate the Glow Light, and Move it to the
side.
|
|
|
Do another Quick Render.
Notice how the radial gradients of the lights meld together
in a 'metaball' effect.
|
|
Using
Glows in Your Scene |
| Add a few spheres
to the scene, and position them like this. |
|
|
Do a Quick Render.
The Lights are blowing out the diffuse shading in the image,
which doesn't look very good.
|
|
Create
a Hilight-Only Light Shader for the Glow Lights |
|
Select both the Glow Lights, and create a new Light Shader
( see ShaderMaker
for Lights tutorial 12/6/2000).
Zero ( or lower ) the diffuse Lighting, and Select a User Color
for the Specular Hilight that matches the outer glow color.
Uncheck Sample Once.
|
|
| Do another Quick
Render. Notice the difference in diffuse lighting. Using this
method, several Glow Lights can be added to a scene without disrupting
the existing lighting. |
|
Applications |
| Experiment with Various
Glow Colors & Positioning. Light Glows render much faster
than actual Geometry, and require very little redraw overhead.
As a final example, I Instanced a Glow Light with Explosion
Lite, changed several of the Outer Core Colors of the resulting
lights, and Time-Reversed the final render
Experiment, and have fun!
|
|
|