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  "description_bbcode_parsed": "<span style='word-wrap: break-word;'><strong>5. LIGHTING</strong><br /><br />Let&#039;s discuss lighting and volumetrics now! You will notice in the picture provided that the shot created was made with 4 types of lights, which I will go over one by one in this post. However, this is a pretty simple setup, and I would recommend playing around with far more lights to make the image that much better.<br /><br /><em>FRONT LIGHTING</em><br />This is the main character light that will be front and center, sometimes pointing at the exact area your camera is looking. It&#039;s a good idea to match this lighting to the brightness and colors of your scene.<br /><br /><em>SIDE LIGHTING</em><br />This is a much softer light that is often cast on the side of your character that isn&#039;t lit by the front light, generally used to bring out the character more and to brighten up areas that shouldn&#039;t be dark in brighter scenes, such as daytime in the outdoors.<br />I would advise that, for this light, you disable it&#039;s ability to cast shadows by right clicking the light source and selecting &quot;Disable Shadows.&quot;<br /><br /><em>RIM LIGHTING</em><br />This is a bright light that sits behind your character, angled just right so as to not hit any other objects present in the scene. As the name implies, it can be used to give your character a soft(or sharp)rim light, to help them stand out even more.<br />This tool is especially useful if your character&#039;s colors match that of the enviorment&#039;s colors. For example, this would be good to use if... let&#039;s say, you had a scene with Knuckles on a volcanic map, or Yoshi in a forest area. I would also advise disabling shadows for this light as well.<br /><br /><em>VOLUMETRIC LIGHTING</em><br />This is probably one of the less commonly used lighting types I&#039;ve seen, and is one that you might not even spot at first glance in the render I made. Volumetric lighting is basically the Source engine&#039;s method of simulating light with particles being present, such as sunbeams or light in a foggy area. If you&#039;re using this light in a forest scene, for example, you can cast a bright yellow-ish light from above and behind the trees to make it look like there are sunbeams shining through the tree branches/leaves. I actually have a picture that shows what this may look like; See my image titled &quot;Where do I go?&quot;.<br /><br />You&#039;ll need to enable volumetrics to use them. To do so, all you need to do is right click the light and select &quot;Enable Volumetrics&quot;. Then, just move around the viewport a bit and they should pop up, and you can proceed with adjusting!<br /><br /><em>ENVIORNMENT LIGHTING (not shown)</em><br />Now this lighting is optional, depending on what type of shot you&#039;re going for, but you can make little touches to your scene with additioanl lights to add even more realism to the shot. For example, if your character is looking at a phone or TV screen of some sort, you can have a soft blue light pointing from the screen at their face to appear as if the screen is on. You can also add little touches if the map itself doesn&#039;t, such as casting additional lights onto the character from things like lamps, torches, fires, etc.<br /><br />These may take a bit of practice to get down, but I hope that this covers the basics well enough.</span>",
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