Choose Layer > Add Layer > Add Light Layer... to create a new light layer.
The new light layer can be selected from the Layers listbox to make it the active layer.
By adding a light you illuminate the scene. This is very convenient because without lights everything would be black. In BluffTitler you can add as many ambient and point lights as you want. You can easily create effects ranging from a spooky atmosphere with a single point light, or a disco with multiple different coloured lights.
When high quality is turned on, the triangles of the 3D models are split into smaller ones, resulting in better lighting. You can turn high quality on with the menu item Settings > High Quality.
With the first layer listbox you can set the light type.
This example uses the Point Light
You can make the light itself visible by loading a flare texture by pressing the Change Texture... button. Make sure the light layer is the active layer before you load a texture.
With the Beam Length property you can add lightbeams to text, EPS, picture, model and sketch layers. Note that you have to position the light at the other side of the text to create this effect.
BluffTitler can't render lightbeams of transparant pictures. For this reason, the picture file formats that support transparency (PNG, BMP and TGA) never generate lightbeams.
You can prevent a layer to generate lightbeams by marking the Never generate lightbeams checkbox in the Layer > Active layer properties... dialog.
With the shadow properties you can make text, EPS, picture, model and sketch layers cast shadows over themselves and all other layers.
BluffTitler can't render shadows of transparant pictures. For this reason, the picture file formats that support transparency (PNG, BMP and TGA) never generate shadows.
Another limitation of BluffTitler's shadow system is that it can't correctly render shadows when the camera is standing in the shadow.
You can prevent a layer to generate shadows by marking the Never generate shadows checkbox in the Layer > Active layer properties... dialog.
An Ambient light has no position and no direction, it illuminates everything the same way. The colour of the ambient light determines the background colour of the scene.
Point lights have a position and cast light in all directions, like a light bulb.
Press the Change Texture... button to load a flare texture. The default light position is behind the camera, so you might have to move the light to make it visible.
The light is always visible, even when it is behind another layer.
This is the realistic situation.
This unrealistic option can be used for special effects.
The light is never visible.
The light position of the point light. By putting the light close to the surface you can simulate a spotlight.
The colour of the light.
Note that the colour an object appears to have is the result of the combination of the light colour and the material colour. For example if you light a yellow object(255,255,0) with a purple light(255,0,255) it appears red(255,0,0) because that's the colour component they have in common.
The light intensity. Be careful with high intensities.
The length of the lightbeams that are created by the silhouettes of the Text and EPS layers. Notice that the length of the lightbeam also depends on the distance to the light source.
The minimum distance to the light necessary to generate a lightbeam.
The colour of the lightbeam,
The darkness of the shadows the light creates. A value of 0 means no shadows, 0.5 means the shadows are half transparent and a value of 1 creates opaque shadows.
The colour of the shadows. Note that you have to use a Shadow Intensity value creater than 0 to make the shadows visible.
The softness of the shadow. Warning: soft shadows are expensive.
The size of the flare. Press the Change Texture... button to load a flare texture.
The colour of the flare.