One of the most important aspects in creating an image synthesis is the definition of the elements that illuminate the scene.
Blender allows you to define different objects that add lighting to the objects that make up a scene. We will introduce the different types of lights and their basic characteristics, in a first approach to the definition and manipulation of the elements that are used as lights.
Lighting points undoubtedly add a great deal of realism and what we mean by atmosphere or environment, but in turn are the most delicate components used to greatly influence the time required to render a scene. Add lots of light spots may complicate or even make feasible the production of images.
Each object class that acts as a light source has a set of parameters that govern its properties; Some parameters are common to all types of lighting, while others are specific; windows that allow you to assign values differ significantly from each other, keeping controls for identical input common to all .
Among the common control variables, highlight two of them:
- Energy or intensity of the illumination spot
- Light color
Other aspects are also important, as the maximum distance from the point of light that reaches the light, and will be treated to deepen these elements.
Window “Lamp” contains the basic controls:
This article will list the different types of “lamps” we can include in a scene; show graphically, by examples, the result of their inclusion in a very simple image that allows us to evaluate its main characteristics.
To add a light in the scene is similarly applicable to the inclusion of a generic object. Place the cursor (mouse) on a 3D windows and press the key of “Spacebar”. In the drop down menu select Add -> Lamp and then the desired type. The light will be at the point where the 3D cursor is, and may be repositioned and then.
You can access the control panel of the properties of light in any window by setting one “Button Windows”
Then select the icon “Shading” the press “F5” and finally “Lamp Buttons” as shown in the image.
Types of Lights
Later we will see how to modify the parameters of lighting; begin by describing the basic types of lights. The preview window “Preview” we graphically approximates the effect of light that have active, are very useful for the modification or editing its parameters.
It should be noted that the complexity of the composition between the color of the object and the lighting makes this same information is indicative only, I must make several normal renderings (F12) for fine tuning of the parameters.
Providing light propagates in all directions from the position in which said lamp is located, what is known as “Omnidirectional Light”.
We can think of a perfectly spherical bulb, as metaphor for understanding.
Lighting decays with distance as discussed below, and this type of lighting will be an important factor to consider.
Two images are presented for each case, as shown below. The first will see the edit screen mode “shading”, giving us a quick idea of the degree of illumination of the scene. In the next picture will see the final result in rendering such.
While propagating from a region or area almost like in the previous case, but now is not a point generator light, but a rectangle may be scaled to increase the radiating surface and accordingly the illuminated area.
We can assimilate it to a flat screen, as fluorescent tubes
It is important to consider these lamps with the distance to objects and the Size light source.
An example that illustrates this object class may be the headlights of a vehicle, or lights that are used in concert.
Among the parameters that appear specific to this type of lights, will be crucial to describe the “light cone”, to which you can add them “halo” or smoke effect, to show the path of light, and other atmospheric effects.
It is one of the most interesting and gimmicky lights, so their detailed study is required to get presents high performance on images that incorporate.
Simulates the effect of sunlight. Illuminates the entire scene equally, regardless of position.
The light generated in a direction parallel rays. It is therefore a non-directional light but decays in intensity depending on the distance to the point where we place.
Theoretically split light rays from infinity, or, at least, from a sufficiently large distance, as sunlight.
We can see that the shadow cast on objects thus does not depend on the position in which we place, therefore depend only on the orientation of the object.
This light is similar to sunlight, but does not produce shadows cast by the object.
It can be considered in many ways directional, being independent of the form similar to the lot, the point at which we place.
Enables you to simulate diffuse light, similar to that which occurs on a cloudy day in which although an illumination direction prevails mainly, rebounding of light rays mitigate shadows cast bodies making imperceptible
Tutorial made for version 2.49b