Okay.
So in today's lesson we're going to have a look at some more effects and stuff that you can add inside
your parts.
And that is going to be looking at lights.
Okay.
So before we start today, um, because we're looking at lights and currently, you know, our game
is quite bright.
So it's gonna be very difficult to see any lights.
So, um, we're going to change a setting which allows us to basically turn it to nighttime.
So, um, if you click on, um, lighting.
Okay.
This is a whole new section we haven't looked at yet, but, um, we're currently in the workspace.
Go over to explorer and left click on lighting and um.
There is a property called Clock Time.
I'd recommend just turning that to zero.
And you can see now it's completely pitch black.
Okay.
Um, so which basically means it's midnight in your game.
Okay.
Once you've done that, go back to your part, you've added in or add one in.
And now you can see a lot of lighting a lot better.
So click on the plus and we're going to scroll down um until we get to the lighting section see where
that is.
So there's three types of lights actually there's a point light a spotlight and a surface light.
Okay.
Um, and they all are slightly different.
So we're going to first look at the point light.
So the point lights emits a light from um into all directions around it.
Basically.
And we can see here we can change a couple of properties.
So brightness is the brightness of your light.
So it's quite dim.
Um not very bright now.
But if we increase it a bit it becomes a lot brighter.
Maybe about five meant five there, not 25.
And you can see the part a lot better.
Um, color is the color of the light.
You could change the color of it, which is quite cool.
A if you're making a horror game, maybe you want some red lights in your game, um, or other stuff
like that.
Um.
But, um, let's change this to just like a white light enabled is wherever light is on or not.
Um, range is the distance that the light is affect your game.
So the distance, how large the light is, how large of an area the light influencing.
So increase of 15.
And it's covering a much larger area like um it's like that there.
So your point lights is from one point and is going in all directions around it like that.
There.
Let's disable this for now and let's add in our second type of light, which is our spotlight.
Spotlight.
You can see by this little diagram here, um, it's going from one point out but from, from a specific
face almost not going in all directions.
It's only going almost like a kind of, um, a sphere area or like a circle around it.
Um, so same kind of things here.
We have the brightness.
You can change it to five.
I think that was a good one from last time.
Um, color is the color of your light enabled, whether your lights on or not.
And range the distance that it kind of displays the light.
Did we cover shadows?
We didn't cover shadows.
Shadows is basically whether, um, your light will, um, shadows are enabled on it or not.
And what this basically means is if I was adding another part and, um, do this bit here, this is
going to block out the light, but you can still see there is light here.
But if we turn shadows on, it stops any light from getting through.
I guess a small amount sometimes does.
Um, but it stops any light from getting through, basically.
So shadows is a good idea to turn on.
Um, the only other property here we haven't looked at is angle, and this is basically the angle of
the circle we're seeing here is a circle, which is just some of it's under the base plate.
Um, change it to 45 and it's much more narrow area, um, that it's displaying light okay.
And then face.
Well which just whichever face it's happening on.
So top face is happening at the top.
And bottom, it's going at the bottom and so on.
I think we've already looked at faces before in a couple other properties.
Let's leave it at some left, for example.
Okay, let's disable this and look at the last type of light.
If we look at is a surface light and our surface light goes from a is um, will be other to kind of
display lights from a from a certain point, whereas this one displays light from a certain surface
like this here.
Okay.
Same properties though we have the angle.
So you know what, what kind of area is being affected.
The brightness color.
You can see here the face again whichever face is being included here the range and whether shadow is
one or not as well.
So to be honest they are all very similar.
It's just choosing the right type.
Um, now usually you actually use more than one light.
Um, for example, if you have a torch or a flashlight, um, you'd be to turn all these on actually.
So let's select all of them and turn enabled on like that there.
And um, for a torch, you wouldn't be using a point light.
You'll be using both a spotlight and a surface light because think about it.
Um, a torch will show light.
Um, yeah, it will light up, um, a certain area like this here.
But the actual surface of the torch, the glass bit at the front will also be bright.
So because if we if you weren't into include this one, then actually the surface itself of the, of
the, of the torch is not going to be bright at all.
So that's why sometimes you use you use more than one and change this to be what the left side.
And it now becomes a bit more like a torch.
You can see that face there a lot brighter.
Um, so it's more so just about choosing which one you're using.
I guess the best way to do that is just to think back, think to real life and think, should this surface
be visible, what area is it covering and kind of stuff like that really.
Um, but yeah, once you've done playing around with that, you can go back to lighting and change the
clock time.
I believe the default is 14.5.
Okay.
And it's all back to normal.
If you want to put your game back to this okay.
We are actually going to be looking at the lighting section very soon.
But for now, you can just change that property whenever you want to move it back to nighttime to see
your lights better.
Okay, so they're lighting.
That's lights.
Okay.
Um, they're really useful, obviously, because any buildings and stuff, you're not going to want
to light up to make your game look, um.
Look alive.
Really?
Um, so, yeah, we looked at a lot of things in the last few lessons, which have kind of taken, gone
from basic kind of buildings to actually bringing life to them, which is quite cool.
And next lesson, we're going to have a look, a whole, a whole new thing called plug ins.
Um, so have a look at those lights if you've made some.
I hope you've already made some houses and things like that, or some kind of objects with what you've
learned.
Maybe add some lights into them and see how you how, um, if they look more alive or if they look better
with them because they probably will.
And join me in the next lesson and we'll have a look at what plug ins are and how to use them.