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