Paul Hatton
After graduating with a first-class computer science degree, Paul Hatton has spent nearly two decades working within the 3D visualisation industry.
Mike Griggs
Mike Griggs is a digital content creator with over two decades of experience creating VFX and CGI for a wide range of clients.
Glen Southern
Glen runs SouthernGFX, a small Cheshire-based studio specialising in character and creature design. He has been using and training ZBrush in the UK for over 15 years.
Antony Ward
Be it game development, rigging or recording in-depth courses for his YouTube channel, Antony boasts experience in most areas of 3D.
Pietro Chiovaro
Pietro is a freelance 3D artist and YouTuber. An expert in the creation of game assets and environments, he shares many of his creations on his channel.
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STEP BY STEP SET UP AND UTILISE LIGHT GROUPS IN BLENDER
01 PREPARE YOUR SCENE
At the moment Light Groups only work with Cycles, so the first thing you’ll need to do is make sure that Cycles is the selected renderer for your project. Do this by going to the Render Properties panel and selecting Cycles from the Render Engine dropdown. Assuming that your model is all set up and ready to go, we can then begin with establishing our lighting. Create all the lights you want and customise them in terms of power, colour and so on.
02 CREATE LIGHT GROUPS
With the lights set up, you now need to create some Light Groups and add specific lights into those groups. At this stage, take a step back, and make a plan for how you want to split your lights up. For more complex scenes, it can be helpful to make a spreadsheet to keep track. Then, go to your View Layer Properties panel and scroll down to Light Groups. Create all the groups you want, giving them meaningful names so you can access them easily later.
03 ADD LIGHTS TO GROUPS
It's now time to add your lights into specific groups. Select the lights that you want to go into your first group and go to the Object Properties panel. Scroll