Artificial lighting (how to)

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Artificial lighting (how to)

Post by Support » Mon May 28, 2012 6:46 pm

Artificial lighting is very easy. In short, it goes like this...

1. Create a new material and call it, say "White Light", and set the color to 255,255,255 or white.

2. In the Raylectron material editor, set the material type to "Light/Emitter".

3. Click on "On" to flag it as being on, not off.

4. Set the beam kind, power and coverage angle.

5. Click on Apply to make the change permanent. If you also check "Saved globally", then the name and settings for this material will be saved globally, so next time you create a material and give it the name "White Light", Raylectron will load the settings for it automatically.

6. Design your light bulb or emitting face(s) and make sure all the faces are oriented properly (see the "Fix reversed faces" tool)

7. Group all the faces that makes up your light bulb or emitter.

8. Assign this "White Light" material to the group (make sure none of the faces have a material assigned to them).

It is important to never set an emitting material to a face directly. ALWAYS group your emitter first and assign the material to the group, not the faces. Raylectron can then evaluate how many lights you have, and the area of each one. If you do not follow this rule, the result will not be as expected.

How the Power works. Think of it as "watts", or whatever units you like. The way it works is, the power value is only how bright one light is over another. If you have 3 lights, of power 10, 50, 100, then the first one is 10% the brightness of the one set to 100. If the powers are 1, 2, and 3, then the first one is 1/3 (or 33%) the brightness of the one set to 3, and the second one is 2/3 (or 66%) the brightness of the one set to 3.

The coverage angle is basically like a cone or spot light. 180 degree is full coverage. Outdoor spot lights for example, may cover 90 degrees, whereas a ceiling 4x1 fluorescent recessed enclosure covers 180 degrees.
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