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Using spot lamps

From: Blender 2.6 Essential Training

Video: Using spot lamps

The Spot lamp is probably the next most popular lamp in Blender, and it allows you to confine light to a very specific beam of light. Think about it like a spotlight in the theater where it highlights a certain area. A flashlight or car headlight would be another good example of this type of light. Now we can add these in under the Add menu and go under Lamp > Spot. And when I bring it in, it brings in basically this lamp, and you can see that it has this cone of light that we can work with.

Using spot lamps

The Spot lamp is probably the next most popular lamp in Blender, and it allows you to confine light to a very specific beam of light. Think about it like a spotlight in the theater where it highlights a certain area. A flashlight or car headlight would be another good example of this type of light. Now we can add these in under the Add menu and go under Lamp > Spot. And when I bring it in, it brings in basically this lamp, and you can see that it has this cone of light that we can work with.

Now if I turn on Texturing in my camera viewport, I can see how this works. So if I move my light up, you will see how we get this kind of pool of light over the cup, and that's because we are confining the light to this cone. Now if I were to move this back and forth along the Y axis, you can see how this pool of light moves with the actual light. So as this cone moves off the cup, the light moves off as well.

But I can also rotate this into position here, and you can see now we have this light on the cup. Now when we go into our Light tab here--it looks like a little spot light-- you'll see that under this we have a lot of the same controls we had for the point light. We have Color, Specular, Diffuse. We also have Falloff. And I am going to go ahead and set my Falloff to Constant. We also have a number of different types of shadows. We actually have what's called a buffer shadow, which we will get to in a little bit, but I am going to turn on Ray Shadows.

Now let's just go ahead and do a quick render of this light. So the render shows that we actually have a cone of light that's illuminating our object. I am going to go ahead and size down this Shadow rollout, and you'll see we have an option here called Spot Shape. The first one is the size of the beam, so is this going to be narrow? In fact, let's just go ahead and see this in solid view here. Is this going to be narrow or is it going to be wide? So if I make it more narrow, if we render that here, we could actually render just part of that cup.

Okay, so I have got this really focused down. Or we can make it a little bit wider. We also have a Blend option, and this controls the sharpness of the edge. So if I bring this out so it's just above the cup here and turn this all the way to 0 and render, you'll see that this pool of light has a very, very hard edge. This Blend option allows you to change that from hard edge to soft edge, so if I bring it way up--you can see how we have this inner value here.

So if I bring this up to say 0.75, you see, when I render it, it goes from a very sharp to a very soft edge. So this is really just the softness of the edge of that cone. Now typically, the default is about 0.15, but we can make it whatever we want. We also have the option of making this a square instead of a circle. So if I were to render this as a square, you can see how this turns from a circular beam of light to a square beam of light.

Think of it as having barn doors on your light. We also have an option here called Show Cone, and this is actually kind of nice because it allows you to see exactly what the light is illuminating, and this is really just for visualization of where the light is falling. So if I would have to render this, it would render pretty much the same as we had here. But if we want to, we can turn on what's called a halo, and that's actually kind of a volumetric render effect.

So if I were to render this with a halo, you can see how you can actually see that beam of light. Now the actual intensity of this halo is controlled here. So if I dial it down, I get less of an effect, or more. So those are some of the basics of Spot lamps, a more controlled lamp that allow you to place light exactly where you want.

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This video is part of

Image for Blender 2.6 Essential Training
Blender 2.6 Essential Training

94 video lessons · 24770 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7 NEW
      2m 8s
    5. Using Blender on a Mac
      42s
    6. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 49m 18s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode (Updated for 2.7) NEW
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 2.7) NEW
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 2.7) NEW
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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