This page describes the basics of creating and setting hemispherical lights.
Hemispherical lights are ambient lights where two-color interpolation is made based on two colors (top and bottom).
The top is called the sky color, and the bottom is called the ground color.
On the CreativeStudio menu, select File → Open → Intermediate file to load the model intermediate file.
In this example, we describe a spherical model that uses Lambert shading.
Reference:
The size and position of the sample sphere being used are given below.
Here, Maya is being used as the 3DCG tool. (Defaults are used for all tool settings.)
You can use the CreativeStudio material Properties panel to configure a material to be lit solely by hemispherical lights.
Select a material displayed in the Contents panel to open the material Properties panel.
Under Lighting on the General tab of the material Properties panel, select Enable hemispherical lighting.
Configure the settings for combiner 0 on the material panel as follows.
For details on texture combiners, click here.
This configures the material to only be lit by vertex lights.
With this configuration, you cannot use the B: Source 1 and C: Source 2 settings.
On the CreativeStudio menu, click Create → Light → Hemispherical light to create a hemispherical light.
Click a light displayed in the Contents panel to open the light Properties panel.
Change the light panel ground color settings to the values below.
Note: Left-clicking on the color thumbnail displays a Color Picker pop-up that allows you to set the color.
These settings produce the following preview.
Change the weight of the sky color to adjust the relative strengths of the sky and ground colors.
Setting the sky color weight closer to 1 makes the sky color stronger, and setting the weight closer to 0 makes the ground color stronger.
In this example, we set the sky color to 1, making the sky color stronger as shown below.
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