3D layers gain the Material section. This determines how the layer is rendered in 3D space if lights are present.
Lights and layers
HitFilm's lights are virtual, which means they are not bound by the same rules as real lights. This gives you fine control over how they affect other layers.
For example, you can have a layer receive light but not shadows, or you can have a layer cast shadows even if it's invisible.
Control over light behaviour is split between the light layer and the other layers in the scene. This means that each layer in a composite shot can react to lights in a different way.
Particle simulator layers have additional material properties.
See Light layers for more information.
|•||Illuminated - the layer will receive light from light layers.|
|•||Receives shadows - the layer will show shadows cast by other layers.|
|•||Cast shadows - the layer will cast shadows onto other layers.|
|•||Cast shadows if layer disabled - the layer will still cast shadows even if its visibility has been disabled.|
|•||Billboarded lights - lights a 3D particle effect as if the individual particles are all facing towards the light. This can be useful if you want an evenly lit particle effect.|
|•||Billboarded shadows - shadows are cast from a 3D particle effect as if the indivdual particles are all facing towards the light. This can be useful if you want shadows to appear more solid.|
|•||Ambient - if you are using ambient lights this adjusts how much light the layer reflects. At 0% ambient lights will have no effect. Ambient lighting is nondirectional.|
|•||Diffuse - adjusts the reflectivity of the layer for all light types except ambient. At 0% all non-ambient light types will have no effect. Diffuse lighting is omnidirectional.|
|•||Specular - all light types except ambient can create specular lighting, which acts like mirrored light being reflected back at the camera. Specular lighting is directional.|
|•||Shininess - when using specular lighting this adjusts the size and softness of the specular highlight.|
|•||Emissive - gives the layer a base lighting color that is visible even if ambient, diffuse and specular lighting is all set to 0%. This color overrides the layer's original color, and lights can then be used to return the original color.|