This section shows how to introduce lights and shadows to your scenes.
NUBIGON features three types of light sources, which are available through the Main Menu under Create > Lights and as icons on the Toolbar.
Every light source in the scene is treated as a distinct object. You can use manipulators to move and rotate them around.
|TIP: After creating a light source, select it, and press the F-key. In the orbit camera mode, this will move the rotation center of the camera to the light source center, making it very convenient to transform light sources using manipulators.|
For the light sources to affect your scene, activate the lighting mode by clicking the Lighting icon on the Viewbar.
|If you have disabled the computation of normals when opening point clouds, lighting will not work.|
Follow the steps below so that a light source casts shadows onto your scene:
- Activate the lighting mode. Otherwise, shadows won’t be computed.
- Open the Lighting Editor by selecting Windows > Lighting Editor.
- Select a light source to view its parameters in the Object Inspector. Below we show the parameters of a point light source:
- Choose Hard shadows or Soft shadows from the Shadow type dropdown menu.
- Click in the Lighting Editor to compute shadows cast from all visible light sources in the scene.
|TIP: NUBIGON save files (*.na) do not record shadow maps. After loading a scene, do not forget to recompute shadows.|
|Pay attention when using directional light sources. If objects in the scene cover a large spatial area, directional lights can cast low-resolution shadows.|