Tutorial: Working with Lighting through Components

Similar documents
Tutorial: Importing static mesh (FBX)

Tutorial: How to Load a UI Canvas from Lua

Tutorial: Making your First Level

Amazon Lumberyard Editor. Getting Started Guide Version 1.8

Tutorial: Modify UI 01 How to Load a UI Canvas Using Flow Graph

Tutorial: Getting Started - Terrain

Tutorial: How to Create and Assign Materials from the Material Editor

Tutorial: Accessing Maya tools

Tutorial: Camera basics

Tutorial: Understanding the Lumberyard Interface

Lumberyard. Getting Started Guide Version 1.9

Tutorial: Importing Animations into Geppetto

Tutorial: Importing Height Maps and Mega-Terrain from World Machine

Tutorial: Getting Started - Flow Graph scripting

Tutorial: Options Menu Layout

You will learn how to do the following:

Tutorial: Introduction to Flow Graph

This allows you to choose convex or mesh colliders for you assets. Convex Collider true = Convex Collider. Convex Collider False = Mesh Collider.

Tutorial: How to create Basic Trail Particles

Tutorial: Exporting characters (Maya)

This is the opening view of blender.

Tutorial: Character creation basics

Tutorial: Exporting characters (Max)

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes

3D Modeling Course Outline

What will you learn: A better understanding of 3 D space How to use keyframes Designing and planning an animation How to render animations

3D Studio Max Lesson 1.1: A Basic Overview of 3DSMax's Main Tool Bar

Tutorial: Adding Sounds for a One-Shot Weapon

Computer graphics Labs: Blender (1bis/3) SketchUp model importation and animation

Tutorial: Creating a Gem with code

Chapter 1- The Blender Interface

Artlantis training for new users

Simple Glass TNT Molecule Tutorial

COS 116 The Computational Universe Laboratory 10: Computer Graphics

Tutorial 3D Max (for beginners) PART I

Tutorial: Uploading your server build

Dissolving Models with Particle Flow and Animated Opacity Map

NURBS Sailboat on Ocean (Modeling/Animation)

Introduction to Digital Modelling and Animation in Design week 4 Textures

Creating a Snowman Scene

COS 116 The Computational Universe Laboratory 10: Computer Graphics

MANAGING MODS Imported mods are located in:..\[steamlibrary]\steamapps\common\purefarming \ PureFarming_Data\StreamingAssets\IMPORTER\mod

In this tutorial, you will create a scene with sandman dispersing in sand, as shown in in the image below.

Texturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018

Caustics - Mental Ray

Creating a simple dynamic network. Clément Levallois

8K Earth, Moon and Mars Shaders Asset V Documentation

Tutorial 17: Desert City Tutorial

Quick Start Tutorial

ICDAS 3ds Max Design & 3ds Max

User Interface Layouts

Welcome to the Exporting a Report tutorial. In this tutorial, you will learn how to export a report as an excel spreadsheet or an Adobe PDF document.

Chapter 5- Setting Up a World

Introduction to 3D Modelling in Vectorworks

Chapter 1- The Blender Interface

diffuse diffuse reflection refraction diffuse mapping diffuse reflection reflection filter mapping mapping reflection

Chapter 23- UV Texture Mapping

StickFont Editor v1.01 User Manual. Copyright 2012 NCPlot Software LLC

CS148: Maya Lecture. October 9th, 2017 David Hyde

Shadow Casting in World Builder. A step to step tutorial on how to reach decent results on the creation of shadows

Animation Basics. Learning Objectives

A Guide to Autodesk Maya 2015

Chapter 14 Particle Systems & Interactions

Emission Profile Master

Tutorial: Initializing and administering a Cloud Canvas project

AV Using Autodesk 3ds Max Design, Autodesk Revit, and iray to Render Compelling Photographic Scenes

Basic Rendering Techniques Part B

Setting up A Basic Scene in Unity

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info;

Or select Reset button under the application button (3ds Max symbol top left of screen)

THEA FOR AUTODESK FUSION 360

(Note: Gray text needs verification) 3DS Max - Merge native MAX files (Same or earlier version). Must select from list.

Designing the look and feel for Smoke and Neon powers The creation of a new toolset and pipeline for I:SS Pros and cons from our new workflow and

Tutorial 4: Texture Mapping Techniques

EXERCISE 2: MODELING MINOAN COLUMNS

Realistic and Fast Cloud Rendering in Computer Games. Niniane Wang Software Engineer Microsoft Flight Simulator (now at Google Inc) Intro Video

VISIT FOR THE LATEST UPDATES, FORUMS & MORE ASSETS.

Profile Modeler Profile Modeler ( A SuperControl Product )

Planets Earth, Mars and Moon Shaders Asset V Documentation (Unity 5 version)

Interactive Tourist Map

3ds Max certification prep

Tutorial: Using the UUCS Crowd Simulation Plug-in for Unity

BRYCE 5 Mini Tutorial

POWERPOINT BASICS: MICROSOFT OFFICE 2010

ANIMATOR TIMELINE EDITOR FOR UNITY

Lighting & 3D Graphics. Images from 3D Creative Magazine

Modeling Level Design

A Practical Guide To Exporting Scenes From Daz Studio To Octane Render

Adobe Animate Basics

Product Registration. Excerpt from: L230/L130 User Manual

User InterfaceChapter1:

Basic Blender Commands This is just a partial list of Blender commands. Please visit the Blender.org website for more details.

Unbelievable Visualization Techniques: Letting Your Imagination Soar!

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation.

Intro to Lights & Rendering Maya 2013

IAT 445 Lab 10. Special Topics in Unity. Lanz Singbeil

Course Information Package

Autodesk Fusion 360: Render. Overview

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space.

SketchUp Tool Basics

Transcription:

Tutorial: Working with Lighting through Components With a populated scene we can begin layering in light sources to add realism and light to our level. For this we will need to use an environmental probe to define the render area, the Time of Day Editor and light entities. You will learn how to do the following: Set up an Environmental Probe Modify lighting with the Time of Day Editor Set up lights using light components Prerequisites This tutorial requires that you have successfully downloaded and installed the Lumberyard Editor. This tutorial also requires you to use the getting started levels included with the Lumberyard download. You must have the following before starting this tutorial: Lumberyard Editor v1.7.0.0 or greater It is recommended that you are familiar with the Lumberyard component system, and have been following along with the Component basics series, you may want to complete these tutorial first. Introduction to Components and Mesh Component. Quick Start Guide: Lighting. Step 1: Setting up the Environmental Probe with Components For this tutorial we will be working in a set level from the Getting Started levels in the editor. This is a pretty simple process, you want to open the editor and open a level rather than making a new level. To open the provided level follow these steps: 1. If you have been following along with the Getting Started Series, open your My_First_Level file and skip ahead to Step 2. Otherwise, open your lumberyard editor, and click the Open Level button on the Welcome Screen.

2. Next we will open the level, the level we want to open is called, start-section04-lighting located at GettingStartedFiles> start-section04-lighting And now you should see a scene similar to the image below.

The next step in the tutorial is to set up the Environmental Probe in order to define the area within the viewport we wish to render lights and shadows. The probe also gives us control over cubemap resolution, shadow color and many other options for controlling render settings. To set up an Environmental Probe please follow these steps: 1. Right click in the Viewport and choose the option to Create New Component Entity. 2. In the Entity Outliner your new Entity should be selected already, so we will now add a Rendering Component to the entity. To do this click the Add Component button, in the Entity Inspector and navigate to Rendering -> Light -> Environment Probe.

3. Next we will want to play with the settings of the Environment Probe component in the Entity Inspector. In the light properties panel, set the Area X,Y,Z values to the size of the entire map. In this file, that should be X=1024, Y=1024 and Z=250 Tip: if you have the helper on you should see the environmental probe area box at the edges of the map like the image below.

4. Now that the probe's properties are set, it's time to create a Cubemap. To do this, we need to click on the Create button in the Light Properties panel in the Entity Inspector, and wait for the Cubemap to generate. It will take a couple of minutes. Congratulations!!! You have now set up a basic environmental probe to render lighting, and you should notice the shadows of the scene get a bit lights and much more realistic. Your scene should look something like this.

Step 2: Using the Time of Day Editor The Time of Day Editor gives us the ability to quickly change and even animate the global lighting cast by the sun and moon. The Time of Day editor features a variety of tools to adjust and manage time of day settings. This tutorial focuses only on changing the time of day. To set the Time of Day please follow these steps: 1. Open the Time of Day Editor by selecting it through Tools -> Other -> Time of Day or by clicking the Icon in the Editor Toolbar.

2. The Time of Day Editor contains the following menus and settings: 1. Editor toolbar - Icon toolbar for most common functions: Undo, Redo, Import, Export. 2. HDR Settings - Settings to manage HDR lighting 3. Time of Day Tasks - Management of basic tasks within the time of day editor 4. Current Time - Display of times, start/end, and play speed 5. Update Tasks - Controls to update the play or stop of time of day, based on play speed setting 6. Timeline editor - Management of light settings along a 24-hour time cycle 7. Parameters - Lighting settings to adjust time of day conditions 3. In the Tasks area, choose Import from File. Navigate to SamplesProject -> Levels -> GettingStartedFiles and open TimeOfDay.xml. This loads a set of time of day settings created for this tutorial. Notice the changes in light, fog, and sky colors.

4. In the timeline, slide the time line marker (set at 12:00 by default) to 21:00. Your scene now shows night. Experiment with changing the timeline marker to different times of day to see the lighting changes in your scene. Observe how this time adjustment also changes the settings in the Parameters area. Now that our scene is set to nighttime we are ready to add some light entities to our level. Step 3: Setting up Light Components In this section we will begin adding some entities to our level and adding Light components to those entities. To add entities with Light components to your scene please follow these steps: 1. First we will want to navigate our viewport so we are looking closely at the lamp posts. We will be attaching our entities with light components to the lamps posts to make them look turned on. 2. Next right click in the Viewport and choose the Create New Component Entity option. 3. Next with the entity selected in the Entity Outliner we will go to the Entity Inspector panel and click the Add Component button. Then, navigate to Rendering -> Light -> Projector Light to attach the component to the new entity.

4. Position the newly created light entity just under one of the lamp posts. The light is oriented sideways. Use the rotate tool to select and rotate the light entity so that the X Axis points down toward the ground. 5. Next we need to add a texture for our light shape. To do this click the button in the Light properties panel of the Entity Inspector next to the Texture field open the directory \SamplesProject\textures\lights\generic. Open spot_075.dds.

6. In the Light Properties Panel, you can modify a variety of settings to customize the light. For this tutorial, use the following settings: 1. Color = 250,250,150 2. Diffuse Multiplier = 25 3. Max Distance = 20 4. AttenuationBulbSize = 6 5. FOV = 70 7. Experiment with these settings to get a feel for how the differences between bulb size, radius, and diffuse multiplier change based on the input values you use. Copy the light and place one under each streetlight. When finished your light should look something like this:

8. Next, lets add some fill lights to soften those dark areas in-between the streetlights. Right click in the Viewport and choose the Create Component Entity option again. Next with the entity selected in the Entity Outliner we will go to the Entity Inspector panel and click the Add Component button. Then, navigate to Rendering -> Lights -> Area Light to attach the component to the new entity. 1. Color = 250,250,150 2. Diffuse Multiplier = 20 3. Max Distance =u 20 4. Area Width = 5 5. Area Height = 5

9. Position the newly created light entity in-between two streetlights and above the ground. Experiment with these settings to get a feel for how the differences between bulb size, radius, and diffuse multiplier change based on the input values you use. Copy the light and place one under each streetlight. When finished your light should look something like this: Congratulations! You have successfully added entities with light components to your scene. Related Tasks and Tutorials Now that you have a level with lights and shadows, let s see what else you can add with components. The Camera Component Working with Physics and Collider Components Want to learn more about Lumberyard? Visit the complete Lumberyard Tutorials Page. We d love to hear from you! Head to our Tutorial Discussion forum to share any feedback you have, including what you do or don t like about our tutorials or new content you d like to see in the near future.