![]() ![]() Affect OpenGL - This option is for display purposes only.By disabling specularity for these lights you can overcome the problem. However, adding too many lights can cause objects with a high Specularity setting to reveal the light’s presence with multiple hot spots. A scene often needs a very high number of lights to give it the appropriate realism and warmth. This is very nice for adding lights in a scene to approximate the look of radiosity. Affect Specular - Deactivate to prevent the light from creating specular highlights the light still affects the color and brightness of the scene, however.Often you want a light that creates a nice specular highlight on a surface, but you don’t want it to affect the rest of the lighting. This is particularly useful when you add lights to a scene for creating specular highlights. Affect Diffuse - Deactivate to prevent a light from affecting the general color or brightness of a scene. ![]() Not all settings below are on every light type: Volumetric Color - The color of volumetric raysĪll three can be hooked up with different elements or all use the same for complete control over the appearance and effect of a light Basic Tab settings.Illumination Color - The color of the light emitted by the light item.Luminaire Color - Colors the light when visible to the camera.Provides Direction (Vector) and Distance (Scalar). The node editor in the Light Properties window has two nodes already present when you open it, as shown. Eventually, the rendered image becomes solid white when the values of light sources exceed a certain brightness. As such, too high a Light Intensity value tends to wash out a scene, particularly when you have multiple lights. Light intensity is additive, so if multiple lights hit a surface, their intensities are added together. The Distant, Environment and Photometric lights have no Falloff. All lights have an intensity of 3.14 lx and an Intensity Falloff when added. ![]()
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