Lighting Control Panel
New Light. Button. Click to create a new light in the
scene.
Delete Light. Button. Delete the light in the
selected-light drop-down list.
Selected Light. Drop-down list. Shows the select light,
and lets you change its name, or select a different one.
Far-away light. When checked, light is a
distant, directional, light. When off, light is a nearby spotlight or
omnidirectional(point) light.
Compute over frames:This, All, Lock. In
the (normal) This mode, the light's position is computed for each frame
independently. In the All or Lock mode, the light's position is averaged over
all the frames in the sequence. In the All mode, this calculation is performed
repeatedly for “live updates.” In the Lock mode, the calculation occurs only
when clicking the Lock button.
New Ray. Button. Creates a new ray on the selected
light.
Delete Ray. Button. Delete the selected ray.
Previous Ray (<). Button. Switch to the previous
lower-numbered ray on the selected light.
Ray Number. Text field. Shows something like 1/3 to
indicate ray 1 of 3 for this light.
Next Ray (>). Button. Switch to the next higher ray on
the selected light.
Selected Ray
Source. Mode button. When lit up, click a tracker in the
camera view or any 3-D view to mark it as one point on the ray.
Target. Mode button. When lit up, click a tracker in the
camera view or any 3-D view to mark it as one point on the ray. If the source
and target trackers are the same, it is a reflected-highlight tracking setup,
and the Target button will show “(highlight).” For highlight tracking to be
functional, there must be a mesh object for the tracker to reflect from.
Distance. Spinner. When only a single ray to a nearby
light is available, use this spinner to adjust the distance to the light. Leave
at zero the rest of the time.
最終更新:2009年03月14日 22:34