| -- Emitters with Lights-- Back to
tutorial index |
| BEFORE PREFORMING THIS TUTORIAL: Please see the Emitter
Basics tutorial. |
| Overview: This tutorial will demonstrate how to use lights
in emitters, without whitewashing your scene. |
| |
| Step 1: First to emit light...you must make an emitter!
Next create an OMNI light and drop it into your emitter then set your emitter
coordinates like so: |
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| You dont have to, but my example is done this way, so the
lights go up. |
| Step 2: On to light settings! ...the funnest part...First
things first make it volumetric, give it some noise and MAKE SURE to check
the "No light radiation" box, this is important, other wise you
render a white scene. (In XL7 double click the light icon in the object
manager) |
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| You can also change the color of the light to anything you
wish, ill make mine blue. (RED=0 GREEN=128 BLUE=192) |
| Step 3: Go to the VISIBILITY tab for the light and
make your settings like this: |
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| The key here is really the outer distance, this is what gives
it the fuzzy, light particle effect. For a more abstract effect, increase
the brightness on the visibility tab. (the image below on the right is with
a brightness of 450, the left is default at 100%) |
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| Emitters with TUBE lights: |
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| Same process, except I changed the settings of the visibility
tab. And checked "Custom Colors" I also increased the SPEED of
the emitter to 450m instead of the default 150m |
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| I hope I have explained this well. Questions? Mail
me. |