- Defining Materials
Light* does not have a powerful material editor nor does it
come with an extensive material library. So for those of you
whose also using MAX or Lightwave, I suggest after you process
the solution in Light*, import the scene back into your application
and assign the materials from there.
- As you can see, the materials
dialog in Light* is fairly straightforward. One particular
feature I like is the Templates pull-down window.
It allows you to select pre-defined material properties easily.
- If you need to assign a map
to your material, click on the Texture tab and pick Browse
to find the map you need. (see below)
- To assign a material to an object,
highlight the surfaces, right-click on them and choose Assign
- After assigning the material,
you can again right-click on the surfaces and choose Texture
Alignment to correctly align the texture to each individual
surface. Turn on you hardware texture display by clicking
on its button to help you see the orientation of the textures.
- For the luminaires material,
I usually creating a white color material with a Luminance
(Self-illuminating) value at about 1000 cd/m2.