You have seen how putting in a probe image can really help create some nice daylight using global illumination and applying that indirect illumination. You have also seen how putting three set lights in classic three-point lighting can help you put together a nice product shot, and you have seen how light boards can be created with flat polygons to create reflective light. But what if you want to mix a lot of these together? How would you do it? Here we have got our BlendedLight scene from the exercise files, and this is just the Alfa Romeo on a textured ground. I am going to zoom out just a little bit, and I am going to rotate the camera down just a little bit, just like that.
We have got this environment that's lighting the scene. It looks okay, but I want it to be a little bit brighter. So the first thing I am going to do is, in the Shader Tree, select the actual Environment group. And then the Intensity for that environment I am going to bump up to 2, and now we have got a little bit better daylight scene. We can also even just change it if we want and see how these look. Perhaps I want to go with the darker Outdoor Probe. So now it's late evening. The lights need to be on, on the car. So how do we do that? Well, a lot of people want to just glow those textures right there, but there's a better way.
We have the Directional Light. We are not going to use that. We are going to keep that turned off. I am going to add another light, and we are going to add a Spot Light. And with that Spot Light created, I am going to make sure that it is placed right where our headlight is. So I will press the Y command, and we are going to move this over--and I am just doing this in the Perspective view down here. And if it's easier, go Ctrl+Space and choose the Front view, and it makes it a little bit easier to align these up sometimes. I am seeing kind of a little bit of a stall, and we have got a lot of detail in here in this model.
So what you can do up here is you can come in and click on the options and turn off some of the values, so it renders a little bit faster. You can turn off Shadows, Reflections, Refractions, and depending on your scene, you might want to do that. You can click on the Render and just select Hold as well, so it will stop rendering, giving us a chance to work a little bit more freely and accurately. And then we can turn that back on. So it's lined up here, Ctrl+Spacebar, come to the Top view. I am going to rotate our light around, then I am going to move it in.
Now one thing that's important to understand is that if you move it in too far, the light will actually shut off. We'll jump to Perspective view, and now let's turn our render back on, and you will see it right in there. I can see a little bit of a light. I can see it hitting here. Well, let's go over here to the Items list and make sure the Spot Light is selected. Close up the Spot Light and turn on Volumetrics. That's nice, but a little too much. Open up the Spot Light again, take this Radiance down 0.5, and now you've created this nice beam of a headlight.
In fact, you can even go lower, like 0.2, a little more subtle. Then you can place it a little bit better, but again, be careful. If you move it in too far, here is what will happen. It just kind of shuts off, and it will start casting a shadow from the car itself, from the headlight itself. So don't go in too far. And then you can rotate that view around, just to make sure the placement is good. Create a second one, Shift+V for Mirror, and we can mirror that over on the Y axis.
And if you want to get the controls, open up the Model tab and choose Y, and you will see that extra one. And then we will close that out. Now we have two of them, and then you can very easily just tweak that second one into place. And that way you have created headlights on the car--overly bright of course. But what I would probably do is create an instance for this, and I will show you why. Let's delete this second light. I am going to select this light, the Spot Light, right-click, and Instance.
And what that means is when I have the second light, whatever I do to the first light will happen to the second, and it just saves me time. I don't have to go in and make changes to both. So I come to the Shader Tree, select the main Spot Light. And the color is not going to really be white; it's going to be a little warmer. And notice that it happens to both lights now, which is very nice. But what you're doing here is you are actually mixing the artificial light with the environment light. You can come back to the Items tab and if you want, right-click on the Spot Light, Change Type to a Point Light, and it will change both of those, because it's an Instance.
Perhaps you don't want the old-school beam. You want more just of the glow. The Point Light with Volumetrics applied will give you that look. And your placement and intensity might need to change just a little bit. So we will come back down to Point Light and Radiant Intensity is 0.2-- let's make it 0.1 perhaps, something like that. And that might give a little bit more realism than actually shooting out beams of light. The only problem with the Point Light is that they do kind of spread everywhere, so your placement has to be pretty exact, but it certainly gives you a foggy look in this nice environment.
So mixing lights in modo is really pretty easy, just the combination of Volumetrics with Point Lights or Directional Lights or Spot Lights as well as using the Probe Image and Global Illumination.
- Understanding surfaces and symmetry
- Editing polygons
- Shaping, deforming, and cloning objects
- Working with text
- Instancing objects
- Applying procedural and image-mapped textures
- Adding bump maps
- Creating reflections
- Working with different light types
- Blending light sources
- Setting up and animating cameras
- Adding and controlling keyframes
- Creating hair textures
- Working with the painting and sculpting tools
- Setting up inverse kinematics
- Exporting a full scene