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In this course, Aaron F. Ross covers all the features you'll need to start creating advanced 3D models and animation with 3ds Max 2015. Learn the most suitable techniques for modeling different types of objects, from splines and NURBS to polygonal and subdivision surface modeling. Then learn how to design 3D motion graphics, set up cameras, animate with keyframes, and assign constraints. Aaron also provides an overview of lighting scenes within a simple studio setup, and construction of materials with the Slate Material Editor. Finally, learn about your hardware and software rendering options, and make your projects more realistic with motion blur, indirect illumination, and depth of field.
Let's look at the basic properties of the spotlight, which include its brightness, or intensity, and its color. By the way, I've made all of my objects nearly white here, and that's a good idea when you're setting up your lights because if you have colored objects then it's going to be more difficult for you to evaluate whether the lights are at a good intensity or not. What I've done in this case is I've selected all of the objects and then gone into their object color and set them to be nearly white. Alright, let's select the light and go into the modify panel and you will see general parameters.
First of all there's a switch to turn it on and off. There's also a switch to enable the target. So we can disable that. And if the target is disabled then it's now a free light, and we would move it around and rotate it, and maybe go into Gimble mode to do that. So this is just another way of focusing the light. Turn the target back on again. And then we come to intensity, color, and attenuation. Open that up. And really, you've just got the multiplier and a color swatch. And the default of the multiplier is a value of one.
If we increase this up a bit, let's say we drag on this spinner, we will see the scene start to blast out. It's overexposed. There's too much light now. Okay, let's maximize this with Alt+W. The value of one is pretty good for a key light. You may need to bring it down from that, once you add other lights into your scene things might get blasted out or overexposed. As a general rule of thumb the total value of all of the lights in your scene should never go over about a value of two.
Assuming that you don't have any decay or any other kind of effects going on. Alright, so that's the multiplier. We can bring that down, dim it out. We can actually set it to negative values, by the way, which will suck light out of the scene. Bring this back up to a value of one. And then we have the color, and it's just like putting a filter over the light. Click on that, and we could create colored light really easily. Let's make it a pink light, or really any color we want. If we were trying to simulate daylight, for example, and this was light coming from the sun, we might make it just ever so slightly orange.
And then we also use maybe some blue lights to represent the sky. Okay, cool. So, simple enough. That's all there is to it. We've got an intensity multiplier and we've also got color here.
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