Difference between revisions of "Bethesda Tutorial Lights and FX"

913 bytes removed ,  04:15, 17 February 2012
m
Applying the three new templates: InDepth, ProTip and WarningBox.
imported>Nemesis
(→‎Using Effects and External Emittance: Corrected mist object's light)
imported>Catwheezle
m (Applying the three new templates: InDepth, ProTip and WarningBox.)
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# Note the change in the coloration of the FX mist object.
# Note the change in the coloration of the FX mist object.


:{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:WarningBox|Only use this method around shadow casters, because external emittance will prevent the mist from being affected by any other light - including the player's spell effects or torch. To make sure your external emittance shows up in the render window, be sure FX preview is active:[[File:Jb_MainFX.jpg]]}}
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|style="border-style: solid; border-width: 0"|[[Image:achtung.png]]
|style="border-style: solid; border-width: 0"|Only use this method around shadow casters, because external emittance will prevent the mist from being affected by any other light - including the player's spell effects or torch. To make sure your external emittance shows up in the render window, be sure FX preview is active:[[File:Jb_MainFX.jpg]]
|}




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You can preview how the time of day will affect this light by going to '''file > preferences''' or right-clicking in the Render Window and choosing "Render Window Preferences" from the context menu. Select the "Render Window" tab. In the section labelled "'''Time/Day of Month'''", adjust the slider to change the time of day in the render window. (''"Fig. 8.3c"'') You can then place a regular omni light near the beam and assign emittance to that as well. Try using "'''FXLightRegionSunlightWhite'''" which will cast white light, but allow the fx to keep its blue tint. Don't forget to press '''"M"''' to toggle the markers to see what the light will look like without markers cluttering up the window.  
You can preview how the time of day will affect this light by going to '''file > preferences''' or right-clicking in the Render Window and choosing "Render Window Preferences" from the context menu. Select the "Render Window" tab. In the section labelled "'''Time/Day of Month'''", adjust the slider to change the time of day in the render window. (''"Fig. 8.3c"'') You can then place a regular omni light near the beam and assign emittance to that as well. Try using "'''FXLightRegionSunlightWhite'''" which will cast white light, but allow the fx to keep its blue tint. Don't forget to press '''"M"''' to toggle the markers to see what the light will look like without markers cluttering up the window.  


:{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|Markers can get in the way when you're trying to precisely positions lights and FX objects.  Keep in mind, however, that these objects remain selected when hidden.  This means you can still use [[Bethesda_Tutorial_Creation_Kit_Interface#Gizmos|gizmos]] after you've toggled markers with "M".  You can also toggle "M" while holding the left mouse button to drag a light.  These tricks make it easier to fine-tune your ambiance without markers cluttering up your view.}}
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|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-style: solid; border-width: 0"|Markers can get in the way when you're trying to precisely positions lights and FX objects.  Keep in mind, however, that these objects remain selected when hidden.  This means you can still use [[Bethesda_Tutorial_Creation_Kit_Interface#Gizmos|gizmos]] after you've toggled markers with "M".  You can also toggle "M" while holding the left mouse button to drag a light.  These tricks make it easier to fine-tune your ambiance without markers cluttering up your view.
|}


<gallery widths="200px" heights="200px" perrow="3">
<gallery widths="200px" heights="200px" perrow="3">
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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.  


:{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:InDepth|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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|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|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.  
|}


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"'''
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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:{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:WarningBox|The section below details how to modify the lighting templates of individual rooms, but does not explain in detail how to create and modify RoomMarkers and Portals. If you are having a hard time viewing/creating RoomMarkers please visit this page for detailed instructions: http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals . This will be especially helpful to those working on their own plugin, instead of the LokirsTomb demo plugin}}
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|style="border-style: solid; border-width: 0"|[[Image:achtung.png]]
|style="border-style: solid; border-width: 0"|The section below details how to modify the lighting templates of individual rooms, but does not explain in detail how to create and modify RoomMarkers and Portals. If you are having a hard time viewing/creating RoomMarkers please visit this page for detailed instructions: http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals . This will be especially helpful to those working on their own plugin, instead of the LokirsTomb demo plugin
|}




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