{"id":1158,"date":"2016-03-30T16:19:41","date_gmt":"2016-03-30T21:19:41","guid":{"rendered":"http:\/\/www.bobbyciraldo.com\/?page_id=1158"},"modified":"2018-05-02T01:25:42","modified_gmt":"2018-05-02T01:25:42","slug":"3d-lights","status":"publish","type":"page","link":"https:\/\/ciraldo.stream\/uwm-vfx1\/topics\/3d-lights\/","title":{"rendered":"3D Lights Lecture Outline"},"content":{"rendered":"<h2><strong>&#8220;3D Lights&#8221;<\/strong><\/h2>\n<p>&nbsp;<\/p>\n<ol style=\"list-style-type: upper-roman;\">\n<li><span style=\"color: #ff0000;\"><strong>Lights!<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li>Are<strong> represented as layers<\/strong> in compositions<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1642\" src=\"http:\/\/bobbyciraldo.com\/uwm-vfx\/wp-content\/uploads\/2016\/03\/Screenshot-2016-11-01-12.36.57.png\" alt=\"screenshot-2016-11-01-12-36-57\" width=\"483\" height=\"307\" \/><\/li>\n<li>Simplified approximations of real-world lights<\/li>\n<li>Each light layer has its own various timeline properties, for example:\n<ol style=\"list-style-type: upper-alpha;\">\n<li><span style=\"color: #ff0000;\"><strong>Intensity<\/strong><\/span> controls a light&#8217;s brightness<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Color<\/strong><\/span>\u00a0behaves like a colored gel sheet or filter over the light<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Cone Angle<\/strong><\/span> (for <strong>spot lights<\/strong> only)<\/li>\n<\/ol>\n<\/li>\n<li>Comps can have more than one light, and more than one light\u00a0often looks best (there are tons of exceptions of course)<\/li>\n<li><span style=\"color: #ff0000;\"><strong>But:<\/strong><\/span> too many lights can make previews and renders <strong>become sluggish<\/strong>, and this can bog down\u00a0your creative process. (Same goes for 3D layers. Try to find ways to simplify or &#8220;cheat&#8221;)<\/li>\n<li>Lights can be <strong>parented<\/strong> to other layers, <em>and <strong>vice versa<\/strong>:\u00a0<\/em>layers can be parented to lights.<\/li>\n<li><strong>Lights\u00a0themselves are <span style=\"color: #ff0000;\">invisible<\/span> in the render<\/strong> <strong>(including\u00a0with their <span style=\"color: #ff0000;\">light beams<\/span><\/strong>) but you can sometimes fake a light cone using semi-transparent Shape layers or masked Solid layers, and there are also\u00a0<strong>3rd-party plugins<\/strong> for sale which can make the lights\/beams more visible; e.g., <a href=\"https:\/\/www.redgiant.com\/products\/trapcode-lux\/\" target=\"_blank\" rel=\"noopener\">Trapcode Lux<\/a>.<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>\u00a0Layers Affected by Lights<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li><strong>Lights can <span style=\"color: #ff0000;\">only<\/span> cast their wonder on\u00a03D layers;\u00a0<\/strong>2D layers basically <strong>ignore<\/strong> lights<\/li>\n<li>Lights affect <strong>ALL<\/strong>\u00a03D layers by default.<\/li>\n<li>But, each 3D layer has a property called <strong>Accepts Lights<\/strong> which can toggle whether it should be affected by lights or not<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1639\" src=\"http:\/\/bobbyciraldo.com\/uwm-vfx\/wp-content\/uploads\/2016\/03\/Screenshot-2016-11-01-11.51.25.png\" alt=\"screenshot-2016-11-01-11-51-25\" width=\"502\" height=\"65\" \/><br \/>\n3D layers with <strong>Accepts Lights<\/strong> turned <strong>off<\/strong> will appear at full brightness, useful for simulating <strong>video screens, the sky, stars, fire<\/strong>, or anything else that would <strong>emit its own light in the real world<\/strong><\/li>\n<li>All lights can be temporarily disabled using the <strong>Draft 3D<\/strong>\u00a0switch (set to <strong>on<\/strong>)<strong><br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1640\" src=\"http:\/\/bobbyciraldo.com\/uwm-vfx\/wp-content\/uploads\/2016\/03\/Screenshot-2016-11-01-11.56.50.png\" alt=\"screenshot-2016-11-01-11-56-50\" width=\"261\" height=\"99\" \/><br \/>\n<\/strong>This is useful for <strong>speeding up previews while working,<\/strong> and for seeing layers that might\u00a0otherwise be too dark to see. (This switch also temporarily <strong>disables any camera layer&#8217;s Depth of Field property.<\/strong>)<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong><span style=\"color: #000000;\">The Four Types of Lights:<\/span> Parallel, Spot, Point, Ambient<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li><span style=\"color: #ff0000;\"><strong>Point<\/strong><\/span> lights behave like <em><strong>spheres<\/strong> of light<\/em><\/li>\n<li><span style=\"color: #ff0000;\"><strong>Spot<\/strong><\/span> lights behave like <em><strong>cones<\/strong> of light<\/em>. The light&#8217;s point-of-interest (similar to how a camera&#8217;s point-of-interest works) is used to control the direction of the cone.\n<ol>\n<li><strong>Cone Angle<\/strong><\/li>\n<li><strong>Cone Feather<\/strong><\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Parallel<\/strong><\/span> lights behave like sunlight or moonlight: for when the imaginary\u00a0light source is far away and light beams hit everything at the same angle. Light (x,y,z) source position is somewhat\u00a0irrelevant, as point-of-interest matters most.<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Ambient<\/strong><\/span> lights are immersive and light all surfaces equally. Useful for bringing up\/down the overall brightness of a 3D scene. Shadows not possible with this light.<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Falloff<\/strong><\/span> &#8211; In the real world, as lights get farther away, they get less bright. This is called &#8220;Falloff&#8221;. In After Effects, there are\u00a0<strong>3 types of Falloff:<\/strong>\n<ol style=\"list-style-type: upper-alpha;\">\n<li><strong>None<\/strong> &#8211; Lights from far away shine equally bright as close up lights. Light brightness\u00a0on a surface is determined by the <strong>angle<\/strong>\u00a0that the light rays hit the surface.<\/li>\n<li><strong>Inverse Square Clamped<\/strong> falloff\n<ol>\n<li>Most\u00a0like real-world lights<\/li>\n<li><strong>Radius<\/strong> option adjusts how quickly this falloff is applied<\/li>\n<\/ol>\n<\/li>\n<li><strong>Smooth<\/strong> falloff\n<ol>\n<li>Similar to Inverse Square Clamped but with more control over when falloff begins to happen. Useful when your 3D layers are not exactly positioned the way they would be in the real world.<\/li>\n<li>In addition to <strong>Radius<\/strong>, there is a <strong>Falloff Distance<\/strong> option<\/li>\n<li>When working with these lights, try setting the <strong>Falloff Distance<\/strong> to 0 while adjusting the <strong>Radius<\/strong> value, then increase the <strong>Falloff Distance<\/strong><\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Lights (and 3D Layers) Can Create Shadows<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li>Lights have a <strong>Casts Shadows<\/strong> property which can be turned <strong>On<\/strong> to create shadows in the comp<\/li>\n<li>Each 3D layer also has a\u00a0<strong>Casts Shadows<\/strong> property which you\u00a0toggle to <strong>On<\/strong> in order to make the layer cast shadows.\u00a0<strong>3D layers do not cast shadows by default.<\/strong><\/li>\n<li>A 3D layer&#8217;s\u00a0<strong>Casts Shadows<\/strong> property can also be set to <strong>Only<\/strong> which makes\u00a0the 3D layer invisible but still able to cast a shadow. Useful for special circumstances where a shadow requires more custom placement, sizing, rotation, etc.<\/li>\n<li><strong>Shadow appearance<\/strong> is controlled via an individual light&#8217;s settings:\n<ol>\n<li><strong>Shadow Darkness<\/strong> a percentage value typically from 0% to 100%, but can go higher than 100%<\/li>\n<li><strong>Shadow Diffusion<\/strong> a pixel value indicating a shadow edge feathering amount<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;3D Lights&#8221; &nbsp; Lights! Are represented as layers in compositions Simplified approximations of real-world lights Each light layer has its own various timeline properties, for example: Intensity controls a light&#8217;s brightness Color\u00a0behaves like a colored gel sheet or filter over the light Cone Angle (for spot lights only) Comps can have more than one light, &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/ciraldo.stream\/uwm-vfx1\/topics\/3d-lights\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;3D Lights Lecture Outline&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":1278,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1158","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1158","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/comments?post=1158"}],"version-history":[{"count":6,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1158\/revisions"}],"predecessor-version":[{"id":2657,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1158\/revisions\/2657"}],"up":[{"embeddable":true,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1278"}],"wp:attachment":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/media?parent=1158"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}