Scene Lighting
Scene lighting consists in setting up the lighting in a scene with Light source for lighting objects and Sky for ambient lighting.
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Light Source |
Icon |
Description |
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Color Point Light (1) |
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Lighting the scene from one defined location and illuminate in all directions. Point light has a defined color, position, pointing direction and a defined angular distribution. The light intensity varies according to the spectrum and its angular distribution. (Option to cast shadows) Use ONLY with CAD engines. See also Color Light. |
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Color Directional Light (1) |
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Lighting all objects equally from a given direction. A directional light is like an area of light of infinite size and infinite distance from the scene. There is shading, but no distance falloff. (Option to cast shadows) Use ONLY with CAD engines. See also Color Light. |
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Physical Point Light (2) |
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Lighting the scene from one defined location and illuminate in all directions. Point light has a defined color, position, pointing direction and a defined angular distribution. The light intensity varies according to the spectrum and its angular distribution. (Option to cast shadows) Use with Shadics. |
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Physical Directional Light (2) |
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Lighting the all objects equally from a given direction. (Option to cast shadows) Use with Shadics. See also Physical Light. |
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Physical Surface Source (2) |
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Modeling a surface emission light by adding a surface source to a material part. Surface light sources are useful to simulate screens. (Option to cast shadows) Use with Shadics. See also Physical Light. |
(2) Physical lights are described by their emission spectrum and ray diagram (also called angular distribution, the ray diagram is a polar diagram that shows the luminous intensity distribution of a light source according to the observing direction). Physical lights are used in physics-based Rendering engines (Shadics).
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Sky |
Icon |
Description |
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Natural Sky |
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Lighting the scene with an ambient light that casts shadows. See also Sky Edition. |
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HDRI Sky |
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Inserting an HDRI image that is mapped all around the scene in order
to:
Note: HDRI does not cast shadows.
See also Sky. |