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Thread: [Suggestion] light linking in SFM2

  1. #1
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    [Suggestion] light linking in SFM2

    It would be so freaking awesome if SFM2 supported material-based light linking. All lighting is cheating and light linking is the ultimate cheater card in the lighter's bag of cheating tricks.

  2. #2
    Basic Member MaxOfS2D's Avatar
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    What IS light linking?

  3. #3
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    "Light Linking" is just a way of deciding which lights will illuminate which object/s. It's a common technique in software-rendered CG animation and it'd be great to see it in SFM2.

    This is how it's used in CG feature animation:
    Let's say you start lighting your scene. Generally you would start working on the background environment, setting up your key, fill and bounce lights. Then you might start working on your characters that would be moving through the environment. You generally want the lighting on the characters to be the same as the lighting on the background. But, on a shot-by-shot basis, depending on each camera angle, you'd want to finesse the settings of the lighting on the characters but leave the environment as it is.

    Light linking allows you to make a light rig for the background and a light rig for your characters, and each rig would only be illuminating the assets that you define. That way you can get the best lighting for each shot.

    All the big CG studios light in this way. Probably the small ones, too! (Disclaimer - I've been a CG lighter on 10+ animated features.)

  4. #4
    Basic Member Toyoka's Avatar
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    You can sort of already do this by defining the far z/near z limit of the light in SFM. Granted it's not an absolute method, but it works decently for what you want.

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