Difference between revisions of "Bethesda Tutorial Lights and FX"

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imported>Nemesis
(→‎Working With Lights: Suggested light objects)
imported>Nemesis
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* There are many attributes of lights that can be set on both the [[Light|base object]] itself and the Light tab within the properties of an individual reference.
* There are many attributes of lights that can be set on both the [[Light|base object]] itself and the Light tab within the properties of an individual reference.


In Object Window, filter by '''DefaultTorch*'''. Place '''DefaultTorch01NS''' near FXfireWithEmbersHeavy, adjust brightness and area of affect, see ''Fig 8.1a'' for reference. For lanterns and candle lights you can use '''DefaultCandleLight01NS''' such as in  ''Fig 8.1b'' (for tight group of candles, it is recommend to stick with one light object). If you want the light to flicker more you can use *_Fast or *_SuperFast, of if you want steady light then *_NoMove. Experiment with the different lights.
In Object Window, filter by '''Default*'''. Place '''DefaultTorch01NS''' near FXfireWithEmbersHeavy, adjust brightness and area of affect, see ''Fig 8.1a'' for reference. For lanterns and candle lights you can use '''DefaultCandleLight01NS''' such as in  ''Fig 8.1b'' (for tight group of candles, it is recommend to stick with one light object). If you want the light to flicker more you can use *_Fast or *_SuperFast, of if you want steady light then *_NoMove. Experiment with the different lights.


<gallery widths="290px" heights="210px" perrow="3">
<gallery widths="290px" heights="210px" perrow="3">
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