Lights - Emissive Appearances
From the Appearances folder,
under Lights, you can represent
low-level light emitters including:
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.