| Keef’s
IMVU > Developing Tutorials
> Room Fog and Lighitng
Develop
Room
Fog and Lighting
This tutorial has
been on the most requested list for a loooong time, hope it
helps you better understand how the room fog and lighting settings
work so you can start adding some fun effects to your rooms.
This guide is to
help you on the use of the Special Tab and
how to add fog and lighting effects to your rooms. Lighting
and fog are the things when used creatively can dramatically
affect the look and feel of your room for the better. Think
of Lighting and Fog as the seasoning of the final product, your
room may only need a light touch or it may demand a robust bite,
and that is where the fun and creativity begins. I generally
design my textures with a strong idea of how the room lighting
and fog will make them look and make my texture brightness and
color choices accordingly.
For this
tutorial I will be using good o’l Buckstars (Pid 593)
as my guinea pig. While seemingly a basic room Buckstars
uses embedded lighting, ambient lighting, fog, as well as self
illuminated and fog override textures, all the goodies we will
go into in detail.
Before we dive into
the tutorial lets first do a tour of the Special Tab.
Special
Tab Overview for Rooms
When room deving
the special tab will look like this. I’ve grayed out the
areas unrelated to room making.
Skeleton - .xsf file

The room’s
mesh maker creates this file. This is the room’s bone
structure. You can’t see it but it is the invisible
base the room is built on. This file contains the room’s
seat locations, furniture node locations, camera starting
locations, any bone structure for room animations as well
as the room’s embedded lighting, if it uses any. (more
on embedded lighting when we delve into room lighting)
the Room Parameters
box contians...
Scene Ambient
Light

This
is the overall color your room and everyone and everything
in it will be tinted. If any texture is set to ‘self
illuminated’ on anything of the room, in the room or
on the avatars occupying it those textures will be un-influenced
by this setting.
Fog
Color

This
sets the RGB color value your fog will be if you choose to
use it. If a texture is set to ‘fog override’
it will be un-influenced by this setting.
On
the Lighting and Fog Settings color selections you can either
type in the RGB vales for the color you want to use or just
click on the box and that will bring up a color picker that
you can pick your colors from.

Fog ON
& Fog Really, Really ON

Fog
ON Turns the fog ... well... on, Fog Really, Really ON is
the idiot check.
Fog Near
& Fog Far

Near
Sets the point at which the fog will begin to render from
the camera.
Far Sets the point at which the fog becomes solid.
Screen Width
& Screen Height

This used to set
the size of the window the room would load as but with the
new Chat UI it is no longer really of any use, I imagine we
will see these disappearing in a future update. Most room
meshers just leave this as default as if folks want the window
bigger or smaller they can easily just resize it.
Synch all
Actions & Sych props

This is another
one that is less and less used. What it does is reset all
the animations built into a room when someone changes a seat.
When all we had were locked rooms this was very useful, but
now that those kinds of actions more common to furniture than
rooms room’s rarely have a use for it. If the room is
using several animations that need to be timed to match up
this will be checked.
Sych props Like
above this is less and less used. This will make a prop animation
(a mesh animation that starts when one sits in a seat) and
a seat animation reset when used.
Also there are two
settings on the Materials Tab you need to be
aware of that are directly tied into the rooms fog and lighting.
Self Illuminated
Any texture with this box checked will be unaffected by the
room’s lighting.

Fog Override Any texture with this box checked
will be unaffected by the room’s fog settings.


Room Lighting
A room can have three
types of lighting Omni, Spot and Ambient
Omni lighting
is a light source set by the mesher. Not all rooms will have
an Omni Light. This light is embedded into the xsf and cannot
be edited by anyone but the mesher. A Omni light is a point
source light that will radiate from that point in all directions.
Its color is also set by the mesher and unchangeable. This
is generally used as an accent light.
Spot lighting
is also a light source set by the mesher. Not all rooms will
have a Spot Light. This light is embedded into the xsf and
cannot be edited by anyone but the mesher. A Spot light is
a directional source light that will shoot light all in one
direction. Its color is also set by the mesher and unchangeable.
This is generally used as an accent light.
Ambient
lighting is set in the Previewer, ambient light is
the only lighting a texturer has control over. But don’t
panic, this is also the most powerful lighting option!
How to See a Room’s Embedded Lighting
First thing you
will want to do is to see what, if any, embedded lighting
the room may already have built into it. You will want to
know if the room has embedded lighting, what those lights
are doing and what colors they are. Once you know where you
stand you can then make ambient lighting choices to either
highlight that embedded lighting or obscure it.
To see if a room
is using Omni and Spot lighting all you have to do is turn
off the Ambient room lighting, if the avatar goes black there
are none, if you see lighting effects on the avatar that is
the embedded lighting that you will have to deal with.
Open up Buckstars
in the Previewer go to the Special Tab.
On the Scene
Ambient Light color selection box and choose true black.
(RGB 0 0 0)

Hit 'Apply Changes'
and you will see the Embedded Lighting Buckstars uses.

Looking at
the avatar there are two embedded light sources hitting
it. There is a steel blue light shining in from the window
as well as a warm amber light coming from above. So we
know this room has embedded lighting in it, and whatever
lighting choices we choose to use must also incorporate
these lights into it.
Also take note
that the widow, which is set to self illuminated, is unaffected
by the ambient room lighting setting.
Here are some more Embedded lighting examples.

Dramatic Purple Embedded Lighting, spooooooooky

Warm Gold Embedded Lighting

White and Green Embedded Lighting

No Embedded Lighting, Avatar turns all Black
So now that you
know what you are working with you can make your ambient lighting
choices to complement what the embedded lighting is doing.
And you also know that you can go no darker than what you
see now.
Personal Thoughts on Room Lighting
If you are truly
going for a non colored neutral look you should aim for a
medium grey for your ambient lighting instead of a true white.
True white is a very harsh lighting to be under and unless
you are making that blindingly bright white room from The
Matrix I wouldn’t recommend it.
Personally for
a neutral I would recommend not staying to a true gray but
leaning either to a subtle blue, rose, amber or brown tint.

Also know that
any item set to glow will not really pop unless the room’s
ambient lighting is in the medium range so if you are looking
for glowy texture effects you MUST dim down your ambient lighting.
The darker your ambient lighting is the more your self illuminating
textures will pop.

My Retextured Version of Buckstars Coffee
Shadowless
Rooms
A shadowless room
is a room with no embedded lighting sources and its ambient
lighting set to pure white so there is no lighting effecting
anything in the room.
While ‘shadowless’
may be preferred by some folks for displaying their work in
product shots making them render flat instead of in a lit
and shadowed space, for true to actual use it’s generally
makes for a very harsh look and I wouldn’t recommend
it for a room for actual chat use. Shadowless creates an unrealistic
flat look that is not the ‘reality’ of what folks
will see and use in IMVU. If using anything ‘shadowless’
know that the avatars and items in them will look very different
that they will in normal use.

Room Fog
Fog is what will
give your room ambiance and depth. Without it a room will seem
flat and lifeless, with it a room can have a sense of atmospheric
depth that really adds character to a scene. EVERY outdoor room
should be using fog, and most indoor rooms would also befit
greatly from a subtle use of fog.
Fog is completely
controlled by the Previewer so unlike lighting you have complete
control over how it will render in your room.
There are three fog
settings to work with

Fog Color,
Sets the color of the fog
Fog Near, Sets where the fog starts to render
from the camera
Fog Far Sets the point at which the fog becomes
opaque, so solid you can no longer see past it.
Lets open up Buckstars
again and take a closer look.
First take a look
and what Buckstars is already using….

Subtle aint it.
It has just a touch of a neutral brown and you probably wouldn’t
have even known it was their unless looking for it.
Yet take it away
(Uncheck ‘fog on’ and hit Apply Changes) and the
room seems much smaller and looses its life and depth, an
almsot too clean looking.

When fog is subtle
like this it is generally imperceptible but your mind senses
it and it just add that awareness of the air almost on a subliminal
level, and that will make a room ‘feel’. You can
dramatically alter and amplify the feel of a room by your
fog choices, warm and cozy, dim and smoky, dark and moody,
dreamy and hazy, cool and misty, bright and sunny.
Lets
play with the how Fog settings work
Derive from Buckstars,
PID 593 and go to the Speical Tab.
Make sure ‘fog
on’ and ‘fog really, really on’ are checked
and then pick a really obvious color so you can really see
what is going on. I’ll use a neon green.
Set Fog near
to 0 and fog far to 10 and then hit Apply Changes
 
Here you can see
the fog is rendering thought the whole scene ending in a solid
color in the near distance. Also note the widow which is set
to fog override renders trough the fog as if its not there.
Now Set Fog
near to 10 and fog far to 10 and then hit Apply Changes
 
Now we have the
fog just rendering in a narrow band, the foreground is completely
clear and the back wall is solid green, the window is unaffected.
Now set Fog
near to 0 and fog far to 50 and then hit Apply Changes
 
Now we have a soft
haze, the fog is rendering though the whole scene but the fog
far setting is set to a point well past the back wall so we
only see a mist of fog and never see a solid wall of it.
Play Time!
So now go ahead and
play with different colors and saturations of colors of lighting
and fog and see what interesting looks you can come up with.
The trick is coming up with a good blend to meet your theme.
Finding the right
balance of color and distance for how you want your room to
feel takes a lot of experimenting. Plan on spending a good amount
of time just messing around with different fog looks. Take notes
as you go so you can recreate the cool looks you come up with.
Cool
Feel

Warm
Feel

Rainy
Day

Sunset

So that’s about
all there is to it. The main thing to remember for a true cohesive
look is to keep your textures and lighting choices in similar
color families so they will logically go together in the same
space.
Outdoor rooms are
where you can really play with lighting and fog to their fullest.
It would be a very rare outdoor room that wouldn’t be
improved by having fog in it.
Whether your room
needs a sunny haze, a cool fog, or an inky black night your
lighting and fog choices can achieve it transforming a bland
space into magic.

|
|