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Using point lights for fill

From: Unity 4.3 Essential Training

Video: Using point lights for fill

Now that I've got spotlights in my scene, I'm We can see its range here as a large sphere, With a little more intensity, I can tell this light.

Using point lights for fill

Now that I've got spotlights in my scene, I'm ready to get some point lights in for fill. We can really see where we run into some limitations in lights. This floor object has a limit of eight lights on it, and being that its already being hit by the sun and the others, we started to see that last light in the left corner really not show. Now, what we can in this, is to tell different lights to be more important and then may help in the lighting. For example, I'll pick this spot that's not showing up on the floor. And in the inspector, under light, I have a render mode.

The render mode then for auto chooses the lights in order of creation and displays them as well as possible. If I switch this over to important, that light display is in the one next to it winks off. Being that this light is not hitting anything directly, I'm going to leave it alone as auto and put a point light in the scene to fill this space. I'll choose Game Object, Create Other and Point Light. A point then, is a soft fill light in a sphere. It originates from the transform and goes equally in all directions.

It's very easy with a point light to get a burn on the ceiling like I've got, so I need to use this judiciously. With lighting, keep in mind that it's perfectly fine to have dim, dark grey lights if they work correctly, so don't be afraid to really push around the values. Right now that's setting my ceiling on fire and I'd like to avoid that. I'll pull this light back into that space and the first thing I'll do with the point light is to crank down the range. We can see its range here as a large sphere, and I'll pull that range down around the, maybe six range.

Back off the intensity and back off the color. With a little more intensity, I can tell this light. You can only hit certain things and have it gently fill that space. I'll make this only able to hit building A interior. And I'll tag this light in the render mode as important. Now it's gently softly lit in here and it looks pretty decent. A couple more of these all set to important will really perk up this space. I'll duplicate it by pressing control D, and slide the duplicate into the next area.

For this, I'll pull down the range just a little and crank up the intensity just a touch. Giving it a little more luminance in there, even though it’s grey. I’ll add one more upfront, by pressing control D, and sliding that over again. I’ll put one more upfront by the emma's. Again pressing control D, and pulling this light forward. I'm going to make the spotlight that's over the movable sculpture important. So I'll make sure that the emma's are all lit by some point lights so they show up. I don't mind if the gallery's a little murky, I can always boost up the ambient or crank up these lights as needed.

But I want to get all my lights really in before I start adjusting. I like the way it's looking. My gallery has decent lighting, and I'm going to go through and tag these point lights as important. I'll pick all of them and they're all instancing types here. They're not prefabs necessarily, but because they're all the same object type, available parameters show up as instances. I'll make sure their render mode is important and that way, they'll all show decently in the space and give me a soft light. I'll play this, and see how it looks. My gallery is looking decent.

And theres Emma, turning. I've got the poles showing, good wall coverage, spotlights overhead. And there's enough light going on, I believe that this space is lit. I need to make my sun important and hit everything, and while I'm at it I can knock over this sculpture and see it in full light. There's a rigid body on that wall, which helps it fall over and coming into the rest of this space, I can definitely see where I've got decent lighting going. Those point lights could use a little adjustment, but I like the way they're hitting all the walls. I definitely am going to start to need some additional light on the art and some of it could use a little re-scaling.

It's the start of reasonable lighting in the space. We're at least able to get around, see where we are and tell where the corners of the rooms are. We can always add more lights, adjusting them to be important or not. And adding different layers in to be able to tag certain specific objects if we need.

Show transcript

This video is part of

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Unity 4.3 Essential Training

78 video lessons · 13441 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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