Sources of Direct Light
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In this tutorial we gonna talk about the Direct Sources of light available in Maya and later on we will cover point light in detail and how we can make point light glow using OpticalFX. We will also have a look on ambient light. Ambient Light: Produces a uniform, non directional light through the scene. Do not place more than one ambient light in the scene. Aera Light: It has two dimensional, rectangular light source that emits light from the entire rectangle in the direction of the normal. It can be used in illuminating ceiling panel, rectangular light bouncing off walls. Directional Light: It produces parallel light rays that illuminates the whole scene entirely from one specific direction. You can create sun light, moon light using directional lights. Point Light: Point light is like bulb light. Spot Light: It lights an area with a cone shape. Volume Lights: Lights an area with in a use defined volume. Example are area around the fires or around a candle.
Before we move any farther let us set up a scene for our tutorial. It consist of simple plane and few primitives and simple texture applied to them. Open up the render setting window by clicking on
Below the intensity slider Illuminates by default check box. If on, the light illuminates all objects and is included in the default Light Set. If off, the light only illuminates objects to which it is linked. Illuminates by Default is on by default. Light linking we will discuss little later. Below that is Emit Diffuse and Emit Specular checkboxes. Let us first understand what are diffuse and specular colors? Diffuse color is the color that an object reflect when illuminated by good lighting that make object easy to see. Specular color is the color of the highlights on a shiny surface.
Image on the left above is rendered using emit diffuse on while in the right is Emit Diffuse is switched off. Now let us turn off the emit specular and see what happens? In the color attribute of the light you can also place a map. Click on the map
Next is decay rate. Decay rate controls how quickly the light's intensity decreases with the distance. There are four options available. 1. No Decay: Light reaches everything. 2. Linear: Light intensity decreases directly with distance. Slower than real world light. 3. Quadratic: Light intensity decreases proportionally with the squire of the distance, same as real world light. 4. Cubic: Light intensity decreases proportionally with the cube of the distance. Faster than the real world light. To make a light glow, expand the Light Glow group and click on light glow map button. Maya will create a opticalFX node for you with the attributes. From here you can choose Glow Type and Halo Type. Glow Types: Linear: Glow slowly diminishes from the center of the light.
Try different Glow type and Halo type settings and render.
You can farther change the settings of Halo and Lens Flare, just set your renderer to IPR mode and play with the settings.
Now lets talk about ambient light. It has no particular light location or direction. You can place it anywhere in your scene. It appears to be coming from all the directions. You
Image on the left above is at Ambient Shade value of 0 and one the right value of Ambient Shade is 1. This wraps up the tutorial, hope it was useful for you. In next tutorial we will explore spot light. |
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* For spot lights, a disc or circle (directedDisc) is created.


