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An ambient light adds a constant omni-directional light source. The primary reason to use ambient lighting is to lighten a scene or avoid getting a totally blacked-out scene.
PARAMETERS
- Diffuse color – Sets the diffuse color of the light.
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A Beam light shines a along the direction defined by Dir. It has a radial factor defined by Inner Radius and Outer Radius. Between the two radii values, the light intensity smoothly decreases.
PARAMETERS
- Intensity decay – Set the rate at which the lights power diminishes.
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Directional lights can't cast shadow maps. Beam lights are also directional lights but that are able to use shadow mapping.
PARAMETERS
- Intensity – Set the intensity of the light.
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Physical lights only support ray-traced shadows on the CPU. Physical lights converted to point lights are set to use ray-traced shadows (shadow maps for point lights can be expensive and are disabled in this case). Physical lights converted to area lights area set to use ray-traced shadows either.
PARAMETERS
- Power – Sets the power of the light in Watts.
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The point light is a centric light. It produces an lighting in all directions around the point light.
PARAMETERS
- Intensity decay – Set the rate at which the lights power diminishes.
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Physical lights only support ray-traced shadows on the CPU. Physical lights converted to point lights are set to use ray-traced shadows (shadow maps for point lights can be expensive and are disabled in this case). Physical lights converted to area lights area set to use ray-traced shadows either.
PARAMETERS
- Power – Sets the power of the light in Watts.
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A light source in the Red engine may have a decay of its intensity, based on the distance between the lit point and the light source center. The lit point is always the geometrical point at the pixel center of the lit pixel. A light source may have a center or not. If it has no center, then it does not support the intensity decay calculation.
NONE
Intensity is 1 for the entire light source effect area.
Inverse Linear
Intensity linearly decreases as the lit point moves away from the light. INTENSITY = IMAX / DISTANCE; where IMAX = ATT[0].
Inverse Quadratic
Intensity decreases using a quadratic equation as the lit point moves away from the light. INTENSITY = IMAX / POW(DISTANCE,2); where IMAX = ATT[0].
Inverse Cubic
Intensity decreases using a cubic equation as the lit point moves away from the light. INTENSITY = IMAX / POW(DISTANCE,3); where IMAX = ATT[0].
Inverse Linear Quadratic
Intensity decreases using a ratio between the current distance to the lit point and a reference distance. INTENSITY = 1 - POW(DISTANCE / DMAX,2); where DMAX = ATT[0].
Quadratic Relative Distance
Intensity uses a 2nd order equation: INTENSITY = 1 / ( 1 + KLIN * DISTANCE + KQUA * DISTANCE); where ATT[0] = KLIN and ATT[1] = KQUA.
No Decay 3DSMax
3DSMax decay. Near and far attenuation distances can be used, and the intensity does not vary with the distance besides that. INTENSITY = 1.
Inverse Linear 3DSMax
3DSMax decay. Near and far attenuation distances can be used, and the intensity decreases using the following equation: INTENSITY = min( 1, DREF / D ); where DREF = ATT[0].
Inverse Quadratic 3DSMax
3DSMax decay. Near and far attenuation distances can be used, and the intensity decreases using the following equation: INTENSITY = min( 1, POW(DREF / D,2) ); where DREF = ATT[0].