Keep in mind that rendering a viewport isĪlways the most accurate way of testing lights and shadows. Now the Still Life camera can be used to judge the lightsĪnd shadows for this scene. Click again on the Shading Viewport Label menu, go down to LightingĪnd Shadows, and choose Illuminate with Scene Lights, as shown inįigure 14.12. You can also use the keyboard shortcut Shift+F3.Ħ. In the Still Life Camera viewport, click on the Shading Viewport
Catia no shadow in render driver#
This driver gives the most information in the Camera viewport about lights, cameras, and shadowsįIguRe 14.11 The spotlight’s position in the roomĥ. You want to take advantage of the Nitros display driver that isĪvailable it is turned on by default. Will have shadows and give the scene its main source of light and Multiplier acts as a dimmer switch for the key light. Intensity/Color/Attenuation rollout, set the Multiplier to 1.2. Select just the Light object and name the light Key Light. To do this, select the objects you want frozen and rightclick to access the Quad menu and then choose Freeze Selected fromĤ.
The objects in the scene, except for the target spotlight,Īre frozen. The light’s position should resembleįigure 14.11. In the Top viewport, select the light and the target by dragging a The click will create the light and the mouse drag places theģ. Click and dragįrom the ceiling above the dining room table to the floor below the Select the target spot and go to the Front viewport. Menu and choose Standard, as shown in Figure 14.10.Ģ. Go to the Create panel and select the Lights icon ( ) to bring up the With a still life scene set up in the dining room.ġ. Models and more materials have been added to beef up the file. This file is a version of the room built and materials added in earlier chapters. Memory than a spotlight when casting shadows.ĪrchModel_light_start.maxfrom the Scenesfolder of the Arch Model project. Try to avoid casting shadows with omni lights because they will use a lot more Your current project to the Arch Model project you copied to your hard drive Materials: Interiors and Furniture,” and create the three-point system. Put them to good use and light the room from Chapter 10, “Introduction to
Now that you have an overview of how lights work in a 3ds Max scene, let’s