

but faster than GI.I’ve worked a bit on separating out the part of the WebGL Globe code (linked to above) that produces the atmospheric effect. It will be slower than a standard light and gel. To add to what Dart has said, if you need multiple colors in the light that is cast by the effect, you could use a gel in the light.You could also use an Anything Glows light for the prop object and set the AG light to emit from the glowing area. Oh wait, I see you're suggesting having the light be replicated.

How can I link the lights to all the effects? Not parenting I presume? But that thing to tell it to light everything except X? You would suggest I link a light to the magical effects? Or rather link them every item in the scene other than the magical effect? These are presently done with Carrara fire and the HeroFX Alchemy prop. The magical effects in the scene are multicolored and light the figures casting them (a color texturemap as the glow channel) - which was the reason I assumed I would be stuck using indirect lighting. Well the situation I have is a magical encounter in a daytime clearing - with trees around it and in the background, and small plants in the foreground. I think I used this two light setup for this scene. I don't really need the lightsaber illuminated, but if I wanted it to be, I'd duplicate the light and set the new light's radio button to the other option,leaving the lightsaber selected, and then shift the light slightly, so that it's not intersected by the blade when it comes out.

At the appropriate time along the timeline, I turn the bulb light on by making it 'visible' in the right panel. Even if the object is mostly transparent, I still avoid having the light affect it, as light through transparency can also be a time consuming calculation on the render engine.Īt 5:40 of this video you can see this in a basic example, where there is a bulb light parented to the lightsaber about a foot down the blade from the handle, even when the blade is retracted all the way in. While on frame 0, I set the radio button "Everything Except" and choose the object that I've just parented it to. So I put a bulb light in the center of the effect object at the beginning of the timeline (frame 0) and then parent the light onto the object so that it follows it wherever it might go. Note that you can even multiply the current glow setting with a value of 1-1000 for a lot more glow if needed. Since the magical effect has glow on it, it's lighting can be adjusted by that control in the shader.

There are two radio buttons, one is for linking to only what is selected in the box below, and the other is to link the light to everything except what is selected in the box below. With the light selected, look in that right panel, but up higher, almost at the top. Select the light in the right panel (under the word "Scene") I don't have Carrara on this little netbook, but if my memory serves: So I tend to make scenes and light them up, set up a few cameras and save the scene so that they're ready for me when I need to film them into an animation. But I find that adding more lights can still be amazingly fast at render time. More lights adds more time to the render, so it takes a lot of thought regarding where the light really needs to come from to help diminish the harshness of the current shadows. Another method I use to avoid using soft shadows is to simply add more lights. This has been a major study for me, but not as a written recipe, just stuck in my own mind for setting up my own scenes for animations. You'll be truly amazed at the render time difference. Just going down to 90 or 80 (or any increments in between) can make a huge difference.Īs an experiment on this, try disabling soft shadows on all of your lights and do a render. If it just looks too stark for what I want, I try lowering the shadow intensity a bit. I also avoid soft shadows whenever I can, which dramatically decreases my time to render each frame. I find that I have a lot more control by using light linking, which is what the example above is: the lights are linked to everything except the object that they are attached to. I'm not a fan of using indirect lighting to get glows to illuminate. but might look strange with no shadows - but it depends upon the overall effect you want. Otherwise, if you don't need the illumination to cast shadows, you don't even need to have them ignore the object. This way, the lights can still cast shadows without being blocked by the glowing object. For trees that are not replicated, just make their lights ignore the tree that they are attached to - or whatever the glowing object is. Instead, use a suitable light and have it ignore the entire replicator that distributes the trees, and parent it to the tree (drag the light onto the tree in the instances tray) so that in gets replicated along with the tree. Forget indirect lighting for that - especially for animations.
