Difference between revisions of "Bethesda Tutorial Lights and FX"
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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 '''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 | 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 select *_Fast or *_SuperFast types from the Object Window, or if you want steady light then select *_NoMove. Experiment with the different lights. | ||
<gallery widths="290px" heights="210px" perrow="3"> | <gallery widths="290px" heights="210px" perrow="3"> |