Datasheet

Navigating the modo User Interface 7
Traditional lights in 3D space use simple math to add brightness based on an area of
inuence, light color, and intensity. ese lights come in common variations that are
seen in most 3D applications. Distant lights (sometimes called directional lights) are
similar to the sun. e actual light comes from innitely far away and is adjusted by the
angle it enters the scene. Spotlights simulate their real-world namesake. Point lights are
similar to lightbulbs and cast light outward from a single point, in all directions evenly.
Area lights are similar to so boxes used in studios. Other lights are more situational
and are covered in depth (along with the other lights mentioned here) in the following
chapters.
Radiosity is also known as global illumination, because illumination comes from other
angles than just the direct light source. In this lighting model, light is based on light
particles (known as samples), which project into a scene much like real-world light. As
with light particles in the real world, these samples can bounce o surfaces to provide
illumination in areas where a light does not have a direct eect. Each bounce of light adds
an order of complexity to the calculation and, as a result, causes a slower render time.
Because light samples are blended together for the nal result, using more of them creates
a smoother nished look and (like other quality-improving options) slows the nal image
production.
In general, a combination of both lighting types gives the best quality and control.
However, there are times when using just one or the other can deliver excellent results.
The Camera
e camera in a 3D scene gives the viewpoint for nished images. Cameras appear only
as representations in the scene and will not appear when a nished image is rendered
(so you dont have to worry about them showing up in reections). Cameras oer control
over many of the options that physical cameras have. You can control focal length, lens
distortion, f-stop, lm back, and shutter speed. Although they are simple, cameras are
the window into a scene, so using them properly will improve your art and add impact to
your designs.
Navigating the modo User Interface
Modo oers visual cues that enable us to keep things straight from an orientation stand-
point. In the bottom-le corner of each viewport window, a small axis indicator shows,
in the orthographic view, the two axes making up the plane of view. e colored lines
point in the positive direction, and the colors always correspond to a particular direction
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