99 lines
3.7 KiB
HTML
99 lines
3.7 KiB
HTML
<html>
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<head>
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<meta name="GENERATOR" content="Microsoft FrontPage 5.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>Local Lights</title>
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</head>
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<body>
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<h1>Local Lights</h1>
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<hr noshade="noshade" size="1">
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<p>Local lights are mostly used for light sources such as lamps, candles, and
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artificial lights. They can also be used for adding to an area that needs more
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diffuse or bounced light, or for a dramatic shadow effect. </p>
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<h2>Point lights</h2>
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<p>To create a point light, right click in the 2d view and choose <b>light</b>.
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</p>
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<p>1. Point lights use the following variables. </p>
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<ol type="a">
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<ol type="a">
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<ol type="a">
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<li><b>Color # # #</b>: The color of the light.</li>
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<li><b>Radius #</b>: The range the light can illuminate within.</li>
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<li><b>Def(def preset</b>: The falloff definition of the light. This
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variable uses a one pixel high texture to set the type of falloff you
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want. You can find existing def setting on the light.gdt file in texture
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assets or you can make a custom falloff type by making a new texture and
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adding it to the lights.gdt file yourself</li>
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</ol>
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</ol>
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</ol>
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<p> </p>
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<p><em>Def examples:</em> </p>
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<p> </p>
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<p><b>light_point_linear</b>: basic linear falloff curve </p>
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<p style="text-align: center"><img src="linear.jpg" width="600" height="600"><br>
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</p>
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<p> </p>
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<p><b>light_point_quadratic</b>: hotspot is closer to center </p>
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<p style="text-align: center"><img src="quadratic.jpg" width="600" height="600"><br>
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</p>
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<p> </p>
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<p><b>light_point_linear_nocenter</b>: basic linear falloff without lumination
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at the center. Use this for situations that require an object to cast a shadow
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but not be illuminated by placing the light near the said object. </p>
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<p style="text-align: center"><img src="nocenter.jpg" width="600" height="600"><br>
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</p>
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<p> </p>
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<p><b>tunsten_lamp</b>: Used to simulate standard bulb type lights. </p>
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<p style="text-align: center">
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<img src="tunsten_lamp.jpg" width="600" height="600"><br>
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</p>
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<p> </p>
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<p> </p>
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<h2>Spot lights</h2>
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<p> </p>
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<p>To create a spot light, make a <b>point light</b> and a <b>null</b> object(by
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right clicking in the 2d view and selecting <b>info/null</b>) and then press W
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to connect the light to the null. </p>
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<p>Spot lights use all of the point light variable as well as the following. </p>
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<ol type="a">
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<ol type="a">
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<ol type="a">
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<li><b>Exponent #</b>: The transition between the fov variables. This
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variable is an integer. Higher numbers will result in a smoother look.
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Without setting an exponent, the Fov_inner will have no effect on the
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light.</li>
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<li><b>Fov_inner #</b>: The tightness of the hot spot.</li>
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<li><b>Fov_outer #</b>: The angle of the spot light cone.</li>
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</ol>
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</ol>
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</ol>
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<p><em>Spotlight Examples:</em> </p>
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<p><b>exponent 0 fov outer 100</b> </p>
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<p style="text-align: center"><img src="exponent0.jpg" width="600" height="600"><br>
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</p>
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<p> </p>
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<p><b>exponent 1 fov outer 100</b> </p>
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<p style="text-align: center"><img src="exponent1.jpg" width="600" height="600"><br>
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</p>
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<p> </p>
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<p><b>exponent 2 fov outer 100</b> </p>
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<p style="text-align: center"><img src="exponent2.jpg" width="600" height="600"><br>
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</p>
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<p> </p>
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<p><b>exponent 1 fov outer 100 fov inner 60</b> </p>
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<p style="text-align: center">
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<img src="exponent1_fov60.jpg" width="600" height="600"><br>
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</p>
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<hr noshade="noshade" size="1">
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<p style="text-align: center"> </p>
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<p> </p>
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</body>
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</html>
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