Standard Lighting

CentiLeo supports standard Cinema 4D light source with geometry types:

Area (rectangle, ellipse, sphere), Spot, Omni, Parallel / Infinite.

CentiLeo adds extra settings to these light sources using own CentiLeo Light Tag.

The light sources with the custom geometry may be generated using any arbitrary scene geometry object and assigning CentiLeo Emission Material.

Is Portal setting can be enabled to create the portal lights based on rectangle Area light source which can be useful to accelerate interior rendering where portals are placed to the windows and help the outdoor lighting be computed faster with the help of this hint to the renderer.

Occlude other lights option enables / disables occlusion of other light source emission by this light source.

Light pass setting assigns this light source to the output render image AOV with the corresponding id. These AOVs should be enabled in render settings. This is useful for changing the lighting in post production.

Matte Shadow Weight option changes the sharpness of shadows only for Parallel / Infinite (such as Sun) and Omni light source casted on the ground object with enabled shadow catcher / matte flag. See shadow catcher / matte setup in Environment HDRI article.

Scale / Color Tint options allow to change the color and intensity for different receiving material layers and exclude the lighting from the camera or some layer visibility partially or completelly. Also try to combine this with Occlude other lights flag.

It's also possible to modify the intensity for direct / indirect lighting component.

light_source_params.png

light_std_area.jpg light_std_spot.jpg
light_std_sphere.jpg light_std_directional.jpg

Textured Light Source

To setup the texture tp the surface of the light source the Emission material must be created with a texture and it should be assigned to the light source. The emission texture can be a combination of the nodes.

The Spread parameter controls the light directionality. If the flag Projector is enabled then the light texture maps to the receiving surfaces similar to cinema projector.

The Emission material should be assigned to the light source and Projection method of Material Tag must be UVW Mapping

textured_light_setup.png

This is an example of projected lighting.

textured_light.png