Types of Lighting

2m 30s

In this course, David Tracy will show you how to use Unity as an interactive architectural visualization tool.

First you will learn interfacing with Unity and how to import and export your project within Rhino and SketchUp. Then, you will learn how to use shaders, materials, textures, and lighting for your project. Finally, you will learn how to create scripts to enable you to interact with your scene.

When you are done with this course, you'll know how to navigate Unity to start building your own interactive walkthroughs and visualizations.

Sometimes we wanna use some filler light in our scenes, too. That's where the point light comes in. So, a point light is gonna just serve as a omnidirectional source of light. If you have materials that use specular highlights, those highlights are gonna be picked up in the material, but we can use this type of light as just a filler, so we can affect the general intensity of the light, and by using a shadow type of no shadows, this light is going to pass through a lot of our geometry.

Just like our other sources, we can adjust the intensity and the shadow type. So, we could also have this light cast shadows. But for now, we're just gonna use this as this kind of general fill light that's gonna be behind this architectural core. We'll drop the intensity down, just a little bit.

Alright? So, the last type of light that we're gonna take a look at is the area light. And, this is just rectilinear light that is useful for illuminating portions of our scene. However, it's only useful when you are baking light into your scenes. So, baking is the process of actually calculating the light bounces and combining it with the materials of your scene.

This goes to say that it won't affect the lighting of your scene, in real time. These types of lights are helpful if you have a scene in which you don't have light conditions changing, but you wanna provide some plainer light, and you wanna bake it into the scene. So, that's the workflow for setting up some lights in unity, and I recommend, just like we did with our colliders, we're going to create an empty game object, and I'm gonna rename this to be lights, and I'm gonna drop all of my lights under this group.

So, this way I have... And, I can go ahead and just get rid of the Farnsworth cube and the sphere. And, I can stay organized by grouping elements in my scene, under parents.

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From the course:
Unity for Interactive Architectural Visualization

Level 1

Duration: 3h 3m

Author: David Tracy