Tutorial 1: Selective Lighting
Gaffer's selective lighting options are a powerful
feature that allow you to exclude, boost, or dim the effect of lights
on a given surface, or even use a negative value to suck light away
from the surface. It also allows extra control of the way light falls
off with distance.
In this tutorial, we will be lighting an urn object
(supplied in the tutorials file) so that we can build various metallic
surfaces using the anisotropy and specular features in the next few
tutorials. Go ahead and load "sl_urn.lws" into Layout and
render frame 0 to see what we have to work with. It's not a very
exciting object or surface, but we'll work on shaping this into
something much nicer.
If you look in the "lights" panel, you will
notice that we have four lights. "Main" is a spot while the
remaining lights (fills) are points, all of which are set to 100%
light intensity. We also have the default 25% ambient light intensity
which is way too bright, so set it to 0%.
Our first step is to isolate the fill lights so they
only fall onto the urn. This lets us tweak the urn lighting without
having odd highlights also hit the ground. We'll do this by using
Gaffer on the ground to tell the ground not to "see"
these fill lights.
Open LightWave's "Surfaces" panel, apply
Gaffer to the "ground" surface, and go into Gaffer's
options. Under "Light Intensity Adjustments" type "Fill"
under "Prefix" (Note: This is case sensitive) and set a "boost"
value of 0%. This identifies the lights we want to control (those that
start with the letters "Fill"), and what we want to do (set
their intensity for this surface to 0%). This effectively makes the
the fill lights behave as if they were at 0% intensity (none!) only
for the ground object, leaving only the spotlight still illuminating
the ground. Notice how the number to the right of the row changes to "3"
to show that these controls are affecting three lights.
If we had not named our three points with a prefix of "Fill"
we would've had to name each one in Gaffer's prefix field. This would
not be that big of a problem with only four lights and two surfaces.
But what if we had a dozen lights and 20 or more surfaces? In that
case, careful naming of the lights would still allow good control of
the different sets. A good rule of thumb is to descriptively name your
lights in a way that you can easily group or define them in Gaffer.
One good method is to name them based on both type and position, like
Fill_front, Fill_left, etc. This allows you to group or
define all of the "fills" while having the flexibility to
single out a certain "Fill" for further adjustments by
tweaking it in Layout's Lights panel.
Render a frame to see how our scene looks. The urn is
unchanged, but the ground shows only the effect of the single
spotlight, as we planned. The final lighting adjustments are to the
urn's surface. We want to have all of the lights affect the urn, but
the fills are a bit bright. We could simply dim all of the fill lights
in LightWave's light panel, but let's use Gaffer instead to
demonstrate how lights can be dimmed for a single surface.
Apply Gaffer to the urn surface and go into Gaffer's
options. Once again type "Fill" into the "Light
Intensity Adjustments" "Prefix" field, but this time
enter a value of 50% for "Boost." This halves the intensity
of the Fill's on the urn's surface.
Also, set the "Primary Specularity" value to
0%. This turns off specularity for the urn, which gives us a starting
point for the next tutorial. We could do this in LW's surface panel,
but sometimes it's just more convenient to do it in Gaffer since
you're there anyway.
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