Example: Emissive Appearances
From the Appearances folder, under Lights, you can represent low-level light emitters including:
- LED (light emitting diodes)
- Neon Tube
- Backlit LCD
- Area Light (light emitted from a region, such as studio light boxes)
If you want area lights to reflect off a floor, you must apply scenes with 2D texture floors: Factory Floor and Misty Blue Slate .
The brighter lights on the left are Neon; the lights on the right represent LEDs. |
To apply emissive appearances, follow these suggestions:
- Adjust the Brightness for Directional , Spot , or Point light.
- Add emissive entities to neutral, non-reflective areas (flat paints, non-shiny metals, etc.). Reflective appearances can diminish the effects of emissivity.
- Surround the geometry to give the light source faces off which to reflect.
- Apply lights to small entities.
- View emissive entities from short distances.