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Light Material


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Lights derive settings for their illumination color, shadow color and how much they contribute to Diffuse and Specular shading from the Light Material item, as well as their volumetric settings as appropriate to the light. While Light items are located within the Item List, the Light Material item is located inside the Shader Tree; outside of the camera which has no material settings, Lights are the only items the have a dual identity in MODO existing in both places. The Light Material item can be found by LMB-clicking the small arrow widget next to the Light Items name to reveal/hide the material item. Selecting the item will display its properties within the Properties viewport. All lights have a set of default values that can be easily modified, providing an intuitive and flexible method for customizing a lights effect. Additional settings related to the various light items can be found within the Light Items properties.

Also, keep in mind that since lights are shader tree items, they can have additional shader tree item layers added to them; images can be added to produce 'slide projector' types of effects (by adjusting the settings of the Texture Locator), and by RMB-clicking on the items effect column, different options can be selected producing a variety of different and interesting effects. More on Light Effects can be found in the 'Lights Effect' page of the documentation.

Light Material PanelLayer

Enable: Toggles the layer on and off. If there is only one material attributed to the light, this will disable/enable the light itself.

Invert: Inverts the RGB values for the lights material layer.

Blend Mode: Affects blending between material layers applied to the light allowing the user to stack several layers for different effects. For more on blending, please reference the 'Blend Modes' page of the documentation.

Opacity: Changes the transparency of the current material layer. If only one material is associated with your light, this will also dim the light itself.

Light Material

Color: The color control uses the standard MODO color component of three RGB values and allows direct control over the color of light emitted. Our brains are used to seeing pure white lights, but often times, there are many reasons to change the color for artistic affect. Also, when simulating outdoor lighting, setting a lights color to cooler values such as blue-ish tones tends to simulate mid to late day-time lighting where as warmer colors such as yellow or orange-tones will be more like evening-time.

Shadow Color: This setting will tint the shadows produced by the associated light. In most cases this color is left as black, producing the 'absense-of-light' shadows we are all used to seeing, but other times, there can be creative reasons to modify the shadow color to either simulate a specific phenomenon, or simply for artistic affect. Some consider it good practice to tint the shadow with a complementary color to that used for the Light 'Color' setting.

 

Affect Diffuse 100
Affect Diffuse value of 100%
  Affect Diffuse 66
Affect Diffuse value of 66%
  Affect Diffuse 33
Affect Diffuse value of 33%
  Affect Diffuse 0
Affect Diffuse value of 0%

Affect Diffuse: The diffuse lighting is the light illuminating a surface that is only affected by position and angle of the light source, but is unaffected by the viewers position or angle. Light that behaves this way is described as being isotropic. In simpler terms, this is the normal shading users see over a surface. This percentage value provides the ability to control how much the lights illumination contributes to the overall Diffuse shading within a scene on a per light basis. You can set this value to 0% if you want to disable the Diffuse shading, allowing the creation of a "Specular only" light source.

 

Affect Specular 100
Affect Specular value of 100%
  Affect Specular 66
Affect Specular value of 66%
  Affect Specular 33
Affect Specular value of 33%
  Affect Specular 0
Affect Specular value of 0%

Affect Specular: The specular lighting is light that is dependant on the viewers position and angle. Specular is meant to simulate the reflection of a bright light source upon a surface and is calculated as an angle vector between the camera and the light source itself. This percentage value provides the ability to control how much the light contributes to any Specular shading within a scene on a per light basis. You can set this value to 0% if you want to eliminate Specular shading produced by the light, allowing the creation of a "Diffuse only" light source.

 

Affect Caustic 100
Affect Caustic value of 100%
  Affect Caustic 66
Affect Caustic value of 66%
  Affect Caustic 33
Affect Caustic value of 33%
  Affect Caustic 0
Affect Caustic value of 0%

Affect Caustic: Caustics are the refraction or reflection of light, either through a transparent object or off of a reflective object and projected onto a surface. This percentage value provides the ability to control how much the lights illumination contributes to the overall caustic shading within a scene on a per light basis. You can set this value to 0% if you want to disable the light from contributing to generated Caustics.

 

Affect Subsurface 100
Affect Subsurface value of 100%
  Affect Subsurface 66
Affect Subsurface value of 66%
  Affect Subsurface 33
Affect Subsurface value of 33%
  Affect Subsurface 0
Affect Subsurface value of 0%

Affect Subsurface: Subsurface Scattering is the appearance of light entering a translucent surface, diffusing (bouncing around) and then exiting. Typically when this happens, the exiting light will be tinted by the interior of the surface producing a unique effect. The 'Affect Subsurface' percentage value provides the ability to control how much the lights illumination contributes to the overall subsurface scattering within a scene on a per light basis. You can set this value to 0% if you want to disable the light from contributing to subsurface scattering. Values beyond 100% will boost the lights affect on the subsurface amount.

Set Temperature: This setting allows you to set a lights 'Color' based on the familiar kelvin scale for color temperature.

Some common values for K
1500 K    Candlelight
2680 K    40 W incandescent lamp
3000 K    200 W incandescent lamp
3200 K    Sunrise/sunset
3400 K    Tungsten lamp
3400 K    1 hour from dusk/dawn
5000-4500 K    Xenon lamp/light arc
5500 K    Sunny daylight around noon
5500-5600 K    Electronic photo flash
6500-7500 K    Overcast sky
9000-12000 K    Blue sky

Volumetrics

When light shines on microscopic particles suspended in the air, such as water vapor, smoke or even pollution, the light rays become visible. In computer graphics this phenomenon is known as a volumetric light, their affect can be subtle or pronounced, either way it adds a good amount of believability and atmosphere to rendered images. For Volumetrics to work, they must first be 'Enabled' in the Light items properties where additional settings specific to the volume itself are located.

Scattering Color: The 'Scattering Color allows the user to set an RGB color value for the light volume itself. You would usually want this to be the same color as the light, however, there may be some creative reasons one might want to change it to something else entirely.

 

Spread Angle Example 1
Density value of 25%
  Spread Angle Example 2
Density value of 50%
  Spread Angle Example 3
Density value of 75%
  Spread Angle Example 4
Density value of 100%

Density: This value sets the 'Density' or thickness for the volumetric effect, higher values would make the volume thicker and more opaque and lower values would make it appear more sparse and transparent.

 

Spread Angle Example 1
Attenuation value of 25%
  Spread Angle Example 2
Attenuation value of 50%
  Spread Angle Example 3
Attenuation value of 75%
  Spread Angle Example 4
Attenuation value of 100%

Light Attenuation: Attenuation is the gradual loss of intensity when light is passing through any medium. With an 'Attenuation' setting of 0%, MODO produces a smooth gradual falloff along its length, as the 'Light Attenuation' value increase, the volumetric effect gradually fades in overall intensity with a bias toward the light source. Combine with 'Light Shift' to mimic large volumes of light scattering.

 

Spread Angle Example 1
Light Shift value of -100%
  Spread Angle Example 2
Light Shift value of -50%
  Spread Angle Example 3
Light Shift value of 50%
  Spread Angle Example 4
Light Shift value of 100%

Light Shift: As the light is increasingly attenuated, certain wavelengths are absorbed or scattered, the 'Light Shift' function can simulate this phenomenon. Negative values push the color of the volume increasingly toward cooler light blues, while positive values push the color toward warmer orange and red hues. The 'Light Attenuation' value must be a number above 0% to see any effect

 

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