Dynamic Lighting shader settings
 
 
 

Use the Dynamic Lighting shader settings to control the light falloff your object reacts to lighting in the scene. MotionBuilder uses vertex per-face lighting by default, but the Dynamic Lighting shader gives you a softer per-pixel falloff, for more realistic effects.

Note

If you select Append to apply the Dynamic Lighting shader when the Default shader is also applied to the model, you may see undesirable results, such as flickering. Select Replace By Type or Replace All when you apply the Dynamic Lighting shader to detach the Default shader.

NoteThe Dynamic Lighting shader works in conjunction with the Light Settings pane Attenuation menu. See Attenuation.
Note When working with Dynamic Lighting shaders, use the Dynamic Lighting shader's Affecting Lights field to specify which lights the shader uses, instead of appending the Selective Lighting shader. If you do not specify any lights, the Dynamic Lighting Shader uses the first eight lights or default global lights from the scene.

The Dynamic Lighting shader is not affected by the Global lighting Fog settings.

Transparency Type menu

The Transparency Type menu lets you select a method of calculating transparency, and set a percentage to boost or reduce the object’s texture or material transparency. For a description of the transparency types you can select, see Shader transparency types.

Transparency Factor slider

The Transparency Factor slider lets you manipulate or animate the Transparency value for the Dynamic Lighting shader. The default setting is 1.00.

A material’s Transparency settings can also interact with the Dynamic Lighting shader’s Transparency values and affect the result. See Advanced material settings.

Affecting Lights

The Affecting Lights field lets you specify which lights illuminate the object to which the Dynamic Lighting shader is applied. Since there is a maximum of eight lights available in any given MotionBuilder scene due to OpenGL limitations, you can use the Affecting Lights field to add lights to the scene. For example, you can use the Affecting Lights field to set up association between lights and objects to increase the number of lights in your scene to eight per object.

Note

The Affecting Lights field has the same function as the Selective Lighting shader. Do not use the Selective Lighting shader with the Dynamic LIghting shader; this may cause problems. Use the Dynamic Lighting shader’s Affecting Lights field instead.

Alt-drag any lights in your scene into the Affecting Lights field. You can also click the Affecting Lights button next to the field to display the Asset list, where you can choose from the lights in your scene.