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Light* Tutorial
by Tony
Quach
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- Defining Luminaires
- Now that you have all your lights
in the imported as blocks, you are going to define Luminaires
from each block.
- Highlight a block from the list
and right-click on the name. Choose Define as Luminaire
,
Pick yes when prompted if youre sure if you want
to continue.

- Light* will then take you into
the photometrics properties dialog. From here, you are going
to define the characteristics of each luminaires, including
the type of lamp, color, intensiy, and beam & field angle.
NOTE: Since Light*
uses real photometric data of lamps, you can usually browse
through different lamp manufacturers catalog to obtain
the exact lamp you plan to use. Some manufacturers even
have IES data of their lamps that they can send to you for
free. A starting point to search for lamps might be looking
at manufacturers like Sylvannia, GE, Litholier, etc
- The first thing you should do
is to place your luminaire icon to the right spot on your
light. If you dont see it on your screen at this time,
just click on the Zoom Extent button at the top of the screen.
After locating the icon, you can either manually move it or
have Light* snap it to a certain vertex on the light automatically.

- Next thing to do is to define
the type and color of the lamp youre using.

- Finally, pick an intensity value
for the luminaire and adjust its beam & field angle. Remember,
you can input IES photometric data from lamp manufacturers
if you have them.

- After you define all of the
luminaires, you can begin placing them in your scene. Highlight
one luminaire, right-click on it and choose Create Single
Instance.
- If you have more than one instances
of a certain luminaire in you scene, you need to copy them
now. Click on the new luminaire to hightlighted. Then right-click
it and pick either Duplicate or Multiple
Duplicate. If you chose Duplicate, you will have
to move the newly created luminaire by right-clicking on it
and pick Transformation.


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