1 00:00:01,630 --> 00:00:01,910 Okay. 2 00:00:01,960 --> 00:00:05,400 So in this video, we're going to continue looking at roadblocks, instances. 3 00:00:05,410 --> 00:00:10,120 And this is going to be all about point lights, spotlights and surface lights, which you'll use a 4 00:00:10,120 --> 00:00:11,810 lot in your games for lighting. 5 00:00:11,830 --> 00:00:16,120 So in order to actually see these lights very well, I'm actually going to go into the lighting service 6 00:00:16,120 --> 00:00:18,070 here and set the time of day to like. 7 00:00:18,940 --> 00:00:19,720 Zero. 8 00:00:20,170 --> 00:00:20,620 There we go. 9 00:00:20,620 --> 00:00:22,000 Now it's nice and dark. 10 00:00:22,000 --> 00:00:23,260 We're at nighttime. 11 00:00:23,620 --> 00:00:25,230 And now with my part here, I. 12 00:00:26,080 --> 00:00:29,380 I'm going to insert what should our first one be? 13 00:00:30,490 --> 00:00:31,460 Let's do a point light. 14 00:00:31,480 --> 00:00:32,020 Why not? 15 00:00:34,080 --> 00:00:37,590 So with our point light, as you can see, it's not doing much. 16 00:00:37,590 --> 00:00:42,900 But if I bring this part down towards the ground, you'll see it actually is slightly illuminated in 17 00:00:42,900 --> 00:00:43,740 the ground. 18 00:00:43,770 --> 00:00:48,240 It's not very bright, though, and that's because our range is quite small and our brightness isn't 19 00:00:48,240 --> 00:00:48,990 that much. 20 00:00:49,050 --> 00:00:53,070 But using the brightness, we can actually increase the intensity of light. 21 00:00:53,070 --> 00:00:58,790 So if I put it to 20, it is very bright now, or if I want it to be very dim, I can put maybe like 22 00:00:58,800 --> 00:00:59,670 0.1. 23 00:00:59,790 --> 00:01:02,040 And this is a very dim light. 24 00:01:02,040 --> 00:01:08,310 It's like it's virtually impossible to see right now, but I'll set it to like maybe five for now. 25 00:01:08,790 --> 00:01:11,100 And then I can change the range of my light. 26 00:01:11,100 --> 00:01:15,900 So maybe instead of eight studs in all directions, maybe I want it to be like 16. 27 00:01:16,920 --> 00:01:18,480 And it's a little bright there in the center. 28 00:01:18,510 --> 00:01:20,520 So I'll tone down the brightness to maybe two. 29 00:01:21,560 --> 00:01:22,440 There we go. 30 00:01:22,460 --> 00:01:23,750 Here's our point light. 31 00:01:23,780 --> 00:01:27,050 It originates from a point, the center point of our part. 32 00:01:27,050 --> 00:01:28,700 And we can change the color of our light. 33 00:01:28,730 --> 00:01:32,700 Maybe we want it to be like an ominous red color. 34 00:01:32,720 --> 00:01:33,840 Spooky. 35 00:01:33,860 --> 00:01:38,480 And of course, we can enable or disable whether or not we want this light to interact with parts to 36 00:01:38,480 --> 00:01:39,710 create shadows. 37 00:01:39,980 --> 00:01:43,520 So if I turn shadows on, that means if I create another part here. 38 00:01:44,870 --> 00:01:45,860 You'll see. 39 00:01:47,010 --> 00:01:49,590 That is causing a shadow here. 40 00:01:51,040 --> 00:01:51,370 Oh. 41 00:01:53,210 --> 00:01:57,400 And we're getting this nice reflectance of a little bit of red into our shadow. 42 00:01:57,410 --> 00:02:01,100 But if I turn shadows off on our part, where is it? 43 00:02:01,130 --> 00:02:01,790 Here we go. 44 00:02:02,150 --> 00:02:03,170 Turn it off. 45 00:02:03,500 --> 00:02:04,220 You'll see. 46 00:02:04,220 --> 00:02:06,230 It just kind of goes right through our part. 47 00:02:06,440 --> 00:02:09,050 The light kind of acts as if this part doesn't exist. 48 00:02:09,050 --> 00:02:13,220 And the reason this is still cast in a shadow is probably because of our moon up there. 49 00:02:13,220 --> 00:02:15,680 But this shadow is coming from the moon. 50 00:02:16,940 --> 00:02:18,510 Let's try Spotlight. 51 00:02:18,530 --> 00:02:19,610 This one's kind of neat. 52 00:02:20,150 --> 00:02:25,790 So with a spotlight, it creates a light that is like a spotlight. 53 00:02:25,880 --> 00:02:28,670 Right now it's pointing in the front direction. 54 00:02:28,670 --> 00:02:31,310 But I can make it go where it's shooting downwards. 55 00:02:31,790 --> 00:02:34,040 And of course, I can change the range of the spotlight. 56 00:02:34,040 --> 00:02:38,990 So let's make it at, like, I don't know, 35 studs. 57 00:02:39,230 --> 00:02:41,620 So now it's shooting out this giant spotlight. 58 00:02:41,630 --> 00:02:46,430 But maybe I want this light to be more concentrated so I can go in here and change the angle and reduce 59 00:02:46,430 --> 00:02:47,930 it to maybe like 40. 60 00:02:49,440 --> 00:02:55,200 And I'll decrease the range a bit back to 30 and then I can increase the intensity of my light. 61 00:02:55,200 --> 00:02:57,270 So maybe I want it to be super bright. 62 00:02:57,540 --> 00:02:58,440 How about ten? 63 00:02:59,040 --> 00:02:59,760 There we go. 64 00:02:59,790 --> 00:03:02,820 Now we have our bright spotlight here. 65 00:03:04,260 --> 00:03:07,380 Cast in a nice light downwards. 66 00:03:07,860 --> 00:03:11,400 You can see this nice little image of what our spotlight looks like. 67 00:03:12,800 --> 00:03:19,040 And of course, I can also change the color here to maybe we'll make it a nice blue color. 68 00:03:19,940 --> 00:03:24,830 And of course, we can change whether or not we'd like this to respect shadows. 69 00:03:24,830 --> 00:03:26,270 So if I turn it on. 70 00:03:27,520 --> 00:03:31,240 You'll see that it is reflected in the top. 71 00:03:31,240 --> 00:03:36,220 And it's more dim down here because there's only a little bit of light spillover coming from the sides. 72 00:03:36,760 --> 00:03:40,720 But if I turn it off, you'll see it doesn't care that the part is there. 73 00:03:40,720 --> 00:03:42,220 It will go straight through. 74 00:03:43,340 --> 00:03:48,710 Now, you kind of noticed that this shadow option isn't affecting much and it's mostly prominent. 75 00:03:48,710 --> 00:03:51,210 You'll actually be able to see the most out of the sliding. 76 00:03:51,230 --> 00:03:53,840 If we switch the technology to future. 77 00:03:55,020 --> 00:03:58,350 And as you can see, this is much more realistic lighting. 78 00:03:58,350 --> 00:04:04,020 And now with shadows on it is respecting this part and no light is bleeding through. 79 00:04:04,260 --> 00:04:08,220 So this is a much better demonstration of the shadow property here. 80 00:04:08,220 --> 00:04:13,410 I'm using future lighting, which is a more realistic lighting, technology and robotics. 81 00:04:13,680 --> 00:04:18,870 And as you can see, if I have shadows off light passes straight through this object, but if I turn 82 00:04:18,870 --> 00:04:21,420 it on, it respects this object. 83 00:04:21,420 --> 00:04:24,920 And actually you can see a clean cut right through the center of this light. 84 00:04:24,930 --> 00:04:28,260 So that's just kind of the difference between shadows on and shadows off. 85 00:04:29,070 --> 00:04:32,460 And the last letter I want to show here is called a surface Light. 86 00:04:32,970 --> 00:04:37,970 And this produces light emanating directly from whichever surface of the part. 87 00:04:37,980 --> 00:04:41,290 So imagine this entire face of the part shooting off light. 88 00:04:41,310 --> 00:04:47,550 So if I put this on the bottom and I increase the brightness to five and increase the range to like. 89 00:04:49,320 --> 00:04:50,370 40? 90 00:04:50,520 --> 00:04:51,520 No, 30? 91 00:04:51,540 --> 00:04:51,890 Sure. 92 00:04:51,900 --> 00:04:52,590 Something like that. 93 00:04:52,590 --> 00:04:53,610 Super bright. 94 00:04:53,610 --> 00:04:58,950 It is shooting light out in all directions from this entire face of the part. 95 00:04:59,580 --> 00:05:04,350 And of course, if I turn on shadows, it respects this part here and blocks out light. 96 00:05:04,470 --> 00:05:08,180 But this is kind of the difference between a spotlight and a surface light. 97 00:05:08,190 --> 00:05:13,710 So while a spotlight shines out, light from a point a surface light shines out light from an entire 98 00:05:13,710 --> 00:05:14,880 surface of a part. 99 00:05:14,910 --> 00:05:20,390 Now, the cool thing with point lights and spotlights is that you can put them in attachments. 100 00:05:20,400 --> 00:05:25,320 So this attachment here that belongs to this part, I can put like a spotlight in here. 101 00:05:27,520 --> 00:05:28,810 And put it in the bottom. 102 00:05:29,980 --> 00:05:34,570 And now I can independently change the location of my spotlight. 103 00:05:34,570 --> 00:05:39,730 So instead of it being directly in the center of my part, I can use this attachment and kind of switch 104 00:05:39,730 --> 00:05:42,100 up wherever I want my spotlight to be. 105 00:05:42,520 --> 00:05:44,530 So here's my spotlight moving around. 106 00:05:47,390 --> 00:05:49,280 Or I can do it with a point light. 107 00:05:49,280 --> 00:05:51,020 So if I put a point light in here. 108 00:05:51,780 --> 00:05:54,840 Now I can change around where my point light is located. 109 00:05:54,840 --> 00:05:57,660 And remember, this light still belongs to this part here. 110 00:05:57,660 --> 00:06:02,700 So if I move this part around, you can see still belongs to the part, but the attachment just gives 111 00:06:02,700 --> 00:06:06,870 you a little bit more freedom on where you want to put your light in your game.