HP Reveal 3d scenes accept 'Point' lights and 'Spot' lights (only one per scene), however we recommend only using a spot lights when required and necessary.
Lights are controlled by the brightness of the colour rather than the intensity value. Therefore, if you want a light value of 1 you will create a white light, however if you want a 0.5 intensity value light, then you will choose a grey colour value.
Here in HP Reveal we recommend the use of 3 lights where and when lights are required. It is important to be aware that increasing the number of lights beyond this will increase the graphic processing intensity and the experience might start slowing down. On the other-hand, using less lights might leave your scene poorly illuminated.
We also recommend using ambient lighting by using a combination of lights and self-illumination textures, find more info in our article 'using ambient shading'.
A scene where all the objects make use of constant shaders will not need lights.
Three point light setup
One of the most common setups are the so called three point light setup, this setup is one of the most commonly used in film, photography, 3D etc... in HP Reveal we also recommend to use something like this, as your scene will get properly illuminated. Three point light setup can be found everywhere online and finding information about it will greatly help you in improving your 3D scenes.
Below we will show you how a standard scene can be illuminated easily in your 3D scene ready to export to HP Reveal.
This setup will give you a natural daylight look to your scene.
Light 1 - R:255 G:231 B:193
Light 2 - R:214 G:255 B:255
Light 3 - R:255 G:199 B:163
The sphere at the centre of the scene represents your object, character o 3D scene.
The idea is to add a light at the back of the object as a main light (#1), this would represent the sun or the main light.
Another light (#2) is then added high in the scene, this will be the light representing the sky therefore it needs a slight blue or cyan tint.
The last light (#3) is the light that will represent the bounce of the main light and sky light in the ground plane, this light tends to be slightly darker than the main light and skylight and tends to have a slight brown/orange or green tint.