Lighting can be applied to a motion graphics project to enhance the depth and scope of compositions, or it can help create realistic environments for composites.
Motion’s lighting system only works on 3D groups and their children.
Choose Object > New Light (or press Command-Shift-L).
A light object is added to the Layers list, the Timeline, and the Canvas (represented by a wireframe icon), and the 3D Transform tool in the toolbar becomes active.
If you add a light to a project with no existing 3D groups, the following dialog appears:
If you select Keep as 2D, a light at the root level has no effect until you have at least one root-level 3D group. By default, 3D groups and objects display the shading from lights as soon as lights are added.
A light is activated when it is a child of the following objects:
The project (for example, a light is at the root level of the project)
An unflattened 3D group
When you add lights to a scene, two groups of properties contribute to the appearance of lights: light properties and object lighting properties. You can adjust light properties by selecting a light object in the project and then modifying the parameter values in the Light pane in the Inspector. You can manipulate object lighting properties by selecting a nonlight layer in your project (an image, movie clip, shape, and so on) and then adjusting the Lighting parameters in that object’s Properties pane.
Light properties—the quality of the light source itself—fall into the following categories: the type of light, its intensity, and its color. A light bulb, the sun, and lighting in a dance club have different appearances. You can use lighting properties to simulate these differences.
When you create a light, or select a light object in the Layers list, the Light pane becomes available in the Inspector.
Note: There is no global ambience property in Motion, so you may have to add an ambient light to prevent total blackness.
Note: Multiple lights interacting with an object combine to increase the object’s apparent brightness as they would in the real world. If you have two spot lights overlapping in space and pointing in the same direction with Intensity set to 100%, you see the same result as having a single spot light with its Intensity set to 200%.
In the example below, a light is positioned slightly above the origin of the scene. There are three rings of cards at a distance of 200, 500, and 1000 units from the light. (In this example, a visible light source—the bulb at the center of the rings of cards—is simulated for illustrative purposes.) The light’s Intensity is set to 100% and Falloff is set to 10%. When Falloff Start is set to 0 (left, below), the light begins to fall off by the time it hits the innermost ring. When Falloff Start is set to 200 (right, below), the inner ring is lit at 100% intensity and the outer rings are slightly brighter than before.
When Falloff Start is increased to 500 (left, below), the inner and middle rings are lit at 100% intensity, and the outer ring is brighter than before. Finally, when Falloff Start is set to 1000 (right, below), all rings are lit at 100% intensity.
In the next example, the image on the left contains a light with Intensity set to 100%, while the image on the right has a light Intensity of 500%. In the image on the right, the outer rings are slightly brighter, but the innermost ring is overexposed. If the Falloff Start of the light in the image on the right is increased to 1000, the rings are overexposed.
Note: Point lights and spot lights also contain a set of parameters to control how they cast shadows. For more information on these parameters, see Shadows.
The Light HUD contains the Light Type, Color, Intensity, Falloff Start, and Falloff parameters, which are also available in the Inspector. The Light HUD also contains 3D transform controls. For more information, see 3D Transform HUD Controls.
All lightable objects have properties that control how they react to lights in a scene. You can adjust these properties for an object via the Lighting section of the Properties Inspector.
Note: It is possible to set the Shading parameter of a child of a group (however deep it is nested) to On. That setting overrides any group settings previously applied to the child object.
You might need to fine-tune object surface properties and lighting parameters to achieve a specific result.
Light sources are not visible. You can simulate a visible light source by combining a point light and an image or shape.
Note: Use the Match Move behavior to move a simulated light source with a light in a movie clip. For more information on the Match Move behavior, see Match Move Workflows.
Lighting effects can significantly impact playback performance. Therefore, you might want to temporarily disable lighting to improve playback speed while working on other aspects of your project.
From the Render pop-up menu in the status bar, choose Lighting (or press Option-L).