Shade 12. Volumetric Lights

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Volumetric Lights

Volumetric Lights Overview

Volume Light expresses light trajectory from light sources. You can express light trajectory in the air with hovering dust, light trajectory with color through stained glass and shadows that screens cast.

Setting up Volumetric Lights

Volumetric Lights are available by setting the VolumeLight attribute of the light source. To set the VolumeLight attribute, in Shade Browser select the light source and then select the Object Info. The VolumeLight attribute is now available at the bottom of the Object Info.

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Volume Light Attributes for Shade Lights

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Point Light

A Point Light can take the VolumeLight attribute.

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Spot Light

In addition to attributes available to Point Lights, Spot Lights include Angle and Softness attributes which in turn influence the appearance of a light that uses the VolumeLight attribute.

File:Vol_light4.jpg

Distribution Light

Distribution Lights can also take a VolumeLight attribute, as well as load IES settings.

File:Vol_light5.jpg File:Vol_light6.jpg

Line Light Source

A line object treated as a light source can take the VolumeLight attribute.

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Area Light

An Area Light Line can take the VolumeLight attribute.

Volume Effects with Transparent Objects

Lights with the VolumeLight attribute pass through transparent or semi-transparent objects and take on the attributes of the objects, including any changes to trajectory or shadow effects.

File:Vol_light8.jpg

Volume Effects with Transparent Objects and Gel Effects

Lights with VolumeLight attributes pass through colored transparent objects and renders the light using the color and level of transparency.

File:Vol_light18.jpg

Volume Effects with Trimmed Map Effects

Lights with VolumeLight attributes render light where light passes through an object with trim mapping.

File:Vol_light10.jpg

Volume Effects and Surface Material Effects

Specular and Diffuse lighting effects are available with Volume Effects.

Mapping Effects

The result of diffused reflex mapping and trim mapping with surface material setting set up in light source are reflected. Settings with multiple layers are supported.

Cloud/Diffused Reflections

File:Vol_light11.jpg

Cloud/Trim Maps

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Check/diffused Reflections

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Image/Diffused Reflections

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Wave/Striped/Diffused Reflections

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Effects with Booleans

This corresponds to replacement with & and =. Another mapping is set up with a sweep body marked with = on the light source on the right half of an object.

File:Vol_light16.jpg File:Vol_light17.jpg

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