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Using the Omni lamp

From: Blender Essential Training

Video: Using the Omni lamp

Let's start out with the simplest lamp, the Omni Lamp. Now I'm going to disable Layer 10 here, so I'm left with only my spotlight and I'm going to go into the Shaded view, and if your computer has the power, then Shaded view tries to show you in the 3D view, an approximation of the light and where it's coming from and what it's going to look like. So in the Preview panel let's the change the Spot light to be just a regular Lamp. That's a general Omni Lamp. The Omni Lamp doesn't have a cone or anything like that.

Using the Omni lamp

Let's start out with the simplest lamp, the Omni Lamp. Now I'm going to disable Layer 10 here, so I'm left with only my spotlight and I'm going to go into the Shaded view, and if your computer has the power, then Shaded view tries to show you in the 3D view, an approximation of the light and where it's coming from and what it's going to look like. So in the Preview panel let's the change the Spot light to be just a regular Lamp. That's a general Omni Lamp. The Omni Lamp doesn't have a cone or anything like that.

It's just a little circle and as we move this around, you can see that it gives a very even light source, just provides general lighting. So it's also a good Lamp to start with when we are talking about lamps and what they do. So we have already discussed that a lamp has a color that I can set here in the RGB sliders. If I take away Blue, I get a Yellow color. It has an Energy, puts out brighter or less light. It also has a fall off Distance, which means that after so many units the light kind of just gradually fades away.

So if it has a very short fall off, it means that it's very bright when it's up close against something but has a very little effect on objects that are far away. How that Distance falls off is controlled by these controls here. A Lamp can light an object on the same layer. We've already talked about that in general. This Lamp can also be a negative lamp, which means it actually takes away that color. So a common use of this is to put this under someone's chin as a negative lamp and it will increase the shadows on their face.

When we talked about materials, we talked about having a diffused and a specular color and if we don't want this lamp to create any specular kind of highlights or shine if you will, then we can turn off specular otherwise it will cause the glare in the highlights. That covers the basic lamp controls. Now in the Shadows controls, we can have this lamp cast to shadow, I'm going to go over here to the top view and move the lamp just above him. Now we can see that it's casting a shadow down on him and his shadow.

When we do a render, what we cast down on to this ground plane because this ground is setup to receive shadows. The Shadow can be normally black, the absence of light, or we can even color the shadow if we want. Now when we render, the Lamp will actually cast a blue shadow. You would want to use colored shadows if you are trying to simulate the effect of a lot of ambient light in the scene. In addition to illuminating an object, we can restrict it to have Only casting shadows.

So now it's not actually going to light him up, but it's only going to cast a shadow on to a material. If there were other lights in the scene, then you would have to use them to actually light the material so you could actually see the object. Texturing, we have covered, and you have a number of different Texture slots. As you add these different Textures on, these Textures can layer on one another and for the Lamp, they would add to each other. You can mix and match textures to affect these as the color of the lamp itself, through the various mix methods that are standard to all Textures within Blender or you can have it also affect the Shadow.

Now when a lamp casts the shadow with ray tracing, it's a very specific sharp shadow. As you can see here and I'm going to go ahead and increase the Render Size a little bit up to a PC Size. So when we do the full render, you can see that this shadow has a very hard edge and a lot of times depending on what you are casting on whether it is in a lot of ambient light, you don't actually get a very hard edge, only in the middle of the desert where you'd have very little scattering, would you actually get a firm hard shadow like this. So the Lamp has the controls to allow you to set the Soft size.

So if we set the Soft Size to something like 5. Now when we do a render, the Shadow is totally dispersed. By playing with this number we can say set it to like 4, we get a very soft shadow. If we want to reduce that grain unless we have to bump up the number of samples, and by setting it to 3 or so. So now when we render we have a very soft shadow that is cast almost as if he was standing under a tree.

So depending on the shadows, you can send a lot of visual cues to the viewer and suggest certain things are going on in the environment, based on the lighting and the shadows that you set up. So these are the basic lamp settings for the Omni Lamp and they also form the basis for all the other lamps as well.

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This video is part of

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Blender Essential Training

131 video lessons · 25178 viewers

Roger Wickes
Author

 
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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