Difference between revisions of "Bethesda Tutorial Lights and FX"

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In practice, however, lighting for games is a meticulous art.  The power and importance of good lighting cannot be over-stated, and the Creation Engine provides creators with more tools than ever before to create spaces that are not just beautifully lit, but also serve as a design tool for guiding players and creating emotional impact.
In practice, however, lighting for games is a meticulous art.  The power and importance of good lighting cannot be over-stated, and the Creation Engine provides creators with more tools than ever before to create spaces that are not just beautifully lit, but also serve as a design tool for guiding players and creating emotional impact.


Lights can be located in the [[Object Window]], in '''WorldObjects > Lights'''.  From here, they can simply be dragged into the [[Render Window]], just like static art.  Be sure that markers are visible (''"M" hotkey''), and that lighting preview is also toggled on with the "'''A'''" hotkey or toolbar button: [[File:Jb_MainLights.jpg]]
Lights can be located in the [[Object Window]], in '''WorldObjects > Lights'''.  From here, they can simply be dragged into the [[Render Window]], just like static art.  Be sure that Markers are visible (''"M" hotkey''), Light Markers are on with "CTRL+I", and that lighting preview is also toggled on with the "'''A'''" hotkey or toolbar button: [[File:Jb_MainLights.jpg]]


Shadow rendering must also be enabled in the preferences. File->Preferences->Shaders, check the box for shadows, click apply.
Shadow rendering must also be enabled in the preferences. File->Preferences->Shaders, check the box for shadows, click apply.
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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 use *_Fast or *_SuperFast, or 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 select *_Fast or *_SuperFast types from the Object Window, or if you want steady light then select *_NoMove. Experiment with the different lights.


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<gallery widths="290px" heights="210px" perrow="3">
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=Lighting Templates and Imagespaces=
=Lighting Templates and Imagespaces=


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 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.  
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.  
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{{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.}}
{{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.}}


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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<gallery widths="350" heights="340" perrow="2">
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