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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.
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