What we have here is a room that I have created, this room has a red ball on the floor and there is a spotlight shining down and I am going to decrease the shadow. I have also had an omni in the room right here and this omni is what is kind of lighting up the room generally. If we turn that omni off, when I render you will see that it is just a completely black room with a red ball on the floor.
Now, what we are going to do is add Luma object just directly to this red sphere so the splash is a red lighter on the room but only in the area where the red ball is being illuminated. So let us go create a Luma object, you will find it under your lights and you pull down the Luma object and then click Luma.
At this point you will have this prompt and it will turn you over valid object that says AABS, automatic binding System. So you hold your mouse over the sphere and click and if you did it correctly you should see the object listed here as the object base(ph) meter. If it did not work right you can always click here and go pick any object that is valid and it will take it, so I just switch the box there for example.
At this point, you have Luma assigned to this object, let us go to the modified panel and if you want to see how it has assigned meters to every phase, turn on the attenuation far, when you do that you will see a yellow line with the orange area indicating fall off for every single Emitter. This is far too many Emitters so you normally bring this down to the phase reduce and though you have just sort of an average amount of Emitters, experience will teach you what a typical amount should be. I want to go to the value of H on the phase reduce and either option is we need to choose that this is a reflecting light, it is only reflecting where the light is being received on the sphere. It is by render again, you should see this sphere bouncing light back.
Now, each of these Emitters has a 90 degree Luma angle, we want to see those Emitters a little more clearly, I can bring that angle down to say 40 degrees and now you will see really clear spotlight effects work comes out. This is actually okay, you can blur them together by using the defuse parameter here so I will try, I will choose .5 and you can see where that now just generally kind of luscious light back where the red ball is being hit.
This intense this too much, and this is what we are talking about by dialing grandiosity, just bring the multiplier down from one to maybe .5 and that softens the effect. As a final test, I will show you a material lab created here, let us check our board and you can see how this applies to it. By assigning this to the sphere and you will notice now the sphere has the red and green checks on it and the view here.
So when we render, we should see which splashes the red and green light and we do. Some are rays is red, some are rays green but it is essentially reflecting back a light from the normal where that ball is being hit.
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