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Source filmmaker models
Source filmmaker models









However, most of the time this effect is indistinguishable from intensity. Increasing this slider will only increase the rate at which the brightness of the light drops off. Unlike quadratic, linear will cause the light to lose its brightness at a steady rate, rather than an increasing rate. This is because the brightness of the light at its source is now the brightness of the entire light, so you will need to decrease the light’s brightness by a lot. When you set the light to be constant, you will notice that the light becomes overwhelmingly bright. The constant setting is more of a toggle button rather than a slider. These 3 settings change the way that this functionality works.īy default lights in SFM are quadratic, meaning that as you get further away, the light gets increasingly darker. In SFM, lights by default start bright at the base, and slowly dim as the distance from the source increases. If you don’t like this, you can change the light to an Uber light, which I will not talk about here.ĬonstantAttenuation, linearAttenuation, quadraticAttenuation If you look at the above video, the table does not become dark until the min distance boundary has moved past the entire table, so that no part of the table is in the bounds. If any part of the object is within the bounds, the entire object will be lit normally. This is because of the way that SFM does lighting. Sometimes you might notice that certain areas are being lit up, even though they are outside of the bounds defined by min and max distance. However, there is something to note here. On the surface, they simply change the minimum and maximum distance away from the light objects will be lit. Lower values will result in darker shadows, and higher values will result in lighter shadows. ShadowAtten is simply how dark the shadows created by the light will be. The key difference between higher shadowFilterSize and higher radius is shadowFilterSize will not cause light to “wrap around” objects, and it will also not cause the shadow to narrow as it goes farther. Lower values result in sharper edges, while higher values result in softer edges. Unlike radius, shadowFilterSize will not distort the shape of the shadow, just the edges of the shadow. This is most useful for key lights, where softer shadows, unlike rim lights where bright and shiny edges are important. Since radius is basically changing the “size” of the point light, it will also cause light to wrap around objects, making it have a softer appearance. The biggest difference that this makes is shadows become less harsh, smoothing out and coming to a point as it goes on. A higher radius light would be more akin to a spotlight. Basically, it mimics a larger light source.įor example, a low radius light could be something like a flashlight. The radius setting changes the “size” of the point light. These two values can also be more easily manipulated by simply dragging the light from the Animation Set Editor to a viewport, and moving it just like you would a camera. Most of the time, these two values will remain equal and produce a circular light, but if you wish, you can make an oval light with these two values as well. horizontalFOV describes the horizontal diameter of the light, while verticalFOV describes the vertical diameter of the light.











Source filmmaker models