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41Standalone Part 2
The scene is now pretty evenly lit, but we want to give it a little more pep. Create another light source, name it
Color and, in the Attributes Manager, set its type to Infinite. Set its color to turquoise and set its H angle to -160.
The position of an infinite light is irrelevant since it always lights your scene in the direction of the Z axis. This is why
we will leave it at the point at which it was created. It gives our Amphibian an interesting color edge and sets him
off of the background a little.
Your scene’s mood can be changed by simply changing the color of some of the lights used.
That completes our classic 3-point lighting arrangement. Now the real work starts. If the scene has a background,
which is often the case, it will have to be lit as well. With the proper use of point lights details in the scene can be
“brought to light“ very nicely. But don’t overdo it. With good lighting, less is often more. Only add lights when neces-
sary and if the scene can actually benefit from them. Two more tips before we end: If you have several lights in a
scene and are not sure which light is lighting what, simply turn off (green check mark) all other lights in the Object
Manager. The light which remains will be the only one visible.
There is a trick how you can determine how to best light which objects in your scene. Select the desired light in the
Object Manager and activate Link Active Object in the editor view’s Cameras menu. Selecting this option lets you
view the scene from the point of view of an active object, in our case the light. Moving the editor view will auto-
matically change the position of the light when in this mode. This way you can see how the change of position of
the light affects the lighting of the object in realtime (Gouraud Shading must be active in the editor view). Once you
have reached the desired angle and position you can return to the editor view by selecting Editor Camera from the
Cameras menu.