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Effect - Light Item


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Every light in modo can have a variety of texture layers added to it, useful in adding depth and complexity to the lighting of any scene. The layering, opacity and blend modes all work identically between layers as they do under the Render item. Layers may also have their 'Effect' modified from the default by way of RMB on the layer in the Effect column of the Shader Tree and choosing from the options available. They are as follows-

Driver A,B,C & D--
The Driver options allow texture layers, either Bitmap, Procedural, or a combination thereof to drive a Gradient layer with a matching Input Parameter. The mapping of the images brightness (luminosity) is passed onto the Gradient whose keyed values replace those of the driving layers and are output as specified by the Gradient layers 'Effect' setting.

Group Mask--
When any texture layer resides within a Group item and is specified as a 'Group Mask', the brightness values of the the layer will mask all layers contained within the group revealing any lower texture layers in the Shader Tree. Black areas will be completely transparent attenuating toward completely opaque represented by white.

Layer Mask--
The layer mask works identically to the Group Mask, but where a Group Mask affects an entire group, a layer mask only affects a single layer. When any texture layer is set as such, it will modulate the the texture layer directly below it in the shader tree. Black areas will be completely transparent attenuating toward completely opaque represented by white.

Light Color--
Light Color Colr w Volume
When a texture layer is set to 'Light Color' the color of the image will replace the color specified as the Light Color in the lights material panel. This setting projects the image from the light like a slide projector would, when enabled as such, this setting will also affect the volumetric color.

Light Diffuse Amount--
Diffuse Amount
When a texture layer is set to 'Light Diffuse Amount' the brightness (luminosity) of the texture will modulate the lights affect on surfaces diffuse amount.

Light Shadow Color--
Shadow Color
When a texture layer is set to 'Light Shadow Color' the color of the image will replace the color specified as the Shadow Color in the lights material panel.

Light Specular Amount--
Specular Amount
When a texture layer is set to 'Light Specular Amount' the brightness (luminosity) of the texture will modulate the lights affect on surfaces specular amount.

Volumetric Density--
Volumetric Density
When a texture layer is set to 'Volumetric Density' it will modulate the density (thickness) of the volumetric effect. When combined with procedural noise, this is a easy way to simulate lights shining through smoke.

Volumetric Scattering Color--
Volume Scattering
When a texture layer is set to 'Volumetric Scattering Color', the colors of the texture layer will modulate the color of the light through the volumetric effect.

 

 

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