Spotlight Help needed
4 messages in this thread
I am having a problem with a spotlight. It is simulating a street light at
night. I have a cone mapped with a transparent 2-side material. But the problem
is – depending on how I position or turn the mesh of the streetlight –
sometimes I will see the beam in the cone directly and other time it "vanishes"
and it acts almost as it the light were off – I make very sure that the cone of
the light is withing the mesh of the beam but it still doesn't always work. I
know that there is something wrong with the way I am setting the angle to the
light and the beams but am not sure exactly what I am doing wrong. Could some
one give me a hint how to solve this problem?
Thanks
Judy
I would suggest giving your cone object a self-illuminated material, then
it will show up whether or not it is in the light cast by the spot.
To make sure the mesh cone is within the spot's cone, try using the spot's
viewport (if you aren't already) to check for alignment. Also, make sure the
tip of the mesh cone is lined up with the spot, and make sure the spot's target
is lined up with the base of the cone. This should make the mesh cone and the
spot's cone easier to line up (make sure you have "show cone" selected for the
spot.
Check out Inside 3D Studio, I believe their is a stained glass scene like
this.
Paul S.
Oops. I should add to exclude the cone mesh with the self-illuminted
material from the spotlight.
Paul S.
Thanks – I have been using the Inside 3DS – but after spending all day
yesterday with it – I think that you are right it is an alignment problem. I
had thought it might be an angle of incidence – but that did not prove to be
the case.
I like your idea about adding some self-illum. to the beam material I will give
that a try.
The interesting thing is that even after I get it to "work" it never really
illuminates the area or object correctly – I usually end up with a discrete
omni light with exclude and attenuate set.
Judy