Difference between revisions of "Bethesda Tutorial Lights and FX"

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Another important element behind establishing the correct mood for your interior will be choosing the most appropriate lighting template and worldspace.
Another important element behind establishing the correct mood for your interior will be choosing the most appropriate lighting template and worldspace.


To set the lighting template in a cell, right-click on the cell name in the [[Cell View]] window and select "edit, or go to '''World > Cells''' from the main menu.  Click on the "Lighting" tab ''(Fig 8.4a)''. Here you can change the lighting template here to see what kind of effect it has on the scene in the render window.  
To set the lighting template in a cell, right-click on the cell name in the [[Cell View]] window and select "''Edit''", or go to '''World > Cells''' from the main menu and manually navigate to ''LokirsTomb''.  Click on the "Lighting" tab ''(Fig 8.4a)''. Here you can change the lighting template here to see what kind of effect it has on the scene in the render window.  


Try experimenting; if we change the template to "'''MineTemplateClose'''" the cell will appear more foggy and dark.  The "'''AzurasStarTemplate'''" will make it brighter and more colorful. You can also uncheck any of the properties near the dropdown box here to set your own values.  Alternatively, setting the lighting template to '''NONE''' will allow you to manually set each value.  
Try experimenting; if we change the template to "'''MineTemplateClose'''" the cell will appear more foggy and dark.  The "'''AzurasStarTemplate'''" will make it brighter and more colorful. You can also uncheck any of the properties near the dropdown box here to set your own values.  Alternatively, setting the lighting template to '''NONE''' will allow you to manually set each value.  
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|style="border-style: solid; border-width: 0"|Changing the ambient color of a template won't do anything immediately noticeable. This value is used in the "'''Directional Ambient Lighting'''" tab. If you click the "Set From Ambient" button, the colors will all update to reflect the color chosen in the ambient color on the lighting tab.  
|style="border-style: solid; border-width: 0"|Changing the ambient color of a template won't do anything immediately noticeable. This value is used in the "'''Directional Ambient Lighting'''" tab. If you click the "Set From Ambient" button, the colors will all update to reflect the color chosen in the ambient color on the lighting tab.  
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With the template is set, we can set the '''Imagespace'''. This can be set in the "ImageSpace" dropdown menu on the "Common Data" tab in the cell window. In most cases, this is set to "DefaultImageSpaceDungeon" because we can control the color and lighting more just by changing the lights and colors. We can do some more exaggerated things by using imagespaces as seen in "AzurasStarImageSpace" with the increased depth of field or in "FrostmereCryptImageSpace" with desaturation and increased contrast. '''"Fig.12"''' '''"Fig. 13"'''


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<gallery widths="350" heights="340" perrow="2">
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image:ImageSpaceDropdown.jpg|'''Fig 8.4b:''' The ImageSpace Dropdown
image:ImageSpaceDropdown.jpg|'''Fig 8.4b:''' The ImageSpace Dropdown
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Now that the template is set, we can set the '''Imagespace'''. This can be set in the "ImageSpace" dropdown menu on the "Common Data" tab in the cell window. In most cases, this is set to "DefaultImageSpaceDungeon" because we can control the color and lighting more just by changing the lights and colors. We can do some more exaggerated things by using imagespaces as seen in "AzurasStarImageSpace" with the increased depth of field or in "FrostmereCryptImageSpace" with desaturation and increased contrast. '''"Fig.12"''' '''"Fig. 13"'''


*Setting the lighting template in the cell window will apply that change to the entire cell, but we can also change the template on a room by room basis. Bring up the "Show/Hide" menu and click "Portals and Rooms" to make room markers visible in the render window. Select the room whose template you want to change and bring up the batch action window. Select the "Set lighting template" action and you can then change the lighting template of the room by choosing a new template in the "Lighting Template" dropdown. The main reason we change the template  is to reflect the size of a room and how far the player can see. In a small area like the first room of Lokir's Tomb it is better to use a template such as '''"BleakFallsBarrowClose"'''. If we were to use the '''"BleakFallsBarrowFar"''' template things would appear much flatter and have less contrast. '''"Fig.8.5e"''' '''"Fig. 8.5f"''' If we use the close template in the large final room of Lokir's Tomb, the fog prevent the player from seeing across the room and flatten everything out. In a room like this it would be better to use '''"BleakFallsBarrowMedium"'''. If you have a very large room, choose '''"BleakFallsBarrowFar"'''. Use your discretion on which template you should use for each room.
*Setting the lighting template in the cell window will apply that change to the entire cell, but we can also change the template on a room by room basis. Bring up the "Show/Hide" menu and click "Portals and Rooms" to make room markers visible in the render window. Select the room whose template you want to change and bring up the batch action window. Select the "Set lighting template" action and you can then change the lighting template of the room by choosing a new template in the "Lighting Template" dropdown. The main reason we change the template  is to reflect the size of a room and how far the player can see. In a small area like the first room of Lokir's Tomb it is better to use a template such as '''"BleakFallsBarrowClose"'''. If we were to use the '''"BleakFallsBarrowFar"''' template things would appear much flatter and have less contrast. '''"Fig.8.5e"''' '''"Fig. 8.5f"''' If we use the close template in the large final room of Lokir's Tomb, the fog prevent the player from seeing across the room and flatten everything out. In a room like this it would be better to use '''"BleakFallsBarrowMedium"'''. If you have a very large room, choose '''"BleakFallsBarrowFar"'''. Use your discretion on which template you should use for each room.
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