Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

Anchor
Ring34508P1545Ring34508P
1545
For every light in your model, you can edit its properties. You can access the Properties window by double-clicking the light indicator (see Object Properties) or by selecting Lights and clicking Edit for the desired light.
Three pages of a light's properties are specific to lights: Light, OpenGL Specific, and LightWorks Specific.

Anchor

...

1546
1546
Lig ht Properties

Anchor
Ring15587P1547Ring15587P
1547
Parameters of the light quality and location. Image Added
Image Removed
Light Type: Type and color of the light, and whether it is on or off.
Pow
Anchor
Xing930741548Xing93074
1548
er:
The intensity of the light, in watts. The higher the setting, the brighter the light. This parameter is relevant only for Radiosity rendering. The absolute values (0 through 255) of the color components handled through the Color controls determine the absolute value of the light power. For example, if only the Red color is enabled and its color value is N (N=R+G+B), then the actual value of the light power is determined by the following expression (P*N/255) where P is the power value set in the Power field.
Tip: Setting wattage values too high can cause objects to have a washed-out appearance.
Sp
Anchor
Xing930801549Xing93080
1549
ot:
Parameters that apply only to Spot lights - sources that emit light constrained to a cone.
Pen
Anchor
Xing930821550Xing93082
1550
umbra:
The angle of the beam.
U
Anchor
Xing930841551Xing93084
1551
mbra:
The angle of the dark center of the spot light.
Be
Anchor
Xing930861552Xing93086
1552
am:
The sharpness of the spotlight. A value of 0 means the light will be evenly dispersed. A higher value means more light will be concentrated toward the center of the beam.
Sk
Anchor
Xing930881553Xing93088
1553
y:
Parameters that apply only to Sky lights.
Lig
Anchor
Xing930901554Xing93090
1554
ht distribution:
The level of sky clarity, ranging from clear to overcast. For a clear sky, the brightest part of the sky surrounds the sun. For an overcast sky, the brightest part of the sky is straight up.
M
Anchor
Xing930921555Xing93092
1555
in Lod:
Minimum level of detail for area source decomposition. Usually this value is between 0.0 and 1.0, closer to 0.0, but values can be greater than 1.0 as well. This parameter determines the initial sampling for lighting calculation. If Min Lod is too low, shadow boundaries may not be reproduced correctly. If it is too high, rendering may take a long time. Practical values are between 0.0 and 0.5.
*M
Anchor
Xing93094
1556
Xing93094
1556
, their values will be reversed.

*Te
Anchor
Xing930961557Xing93096
1557
mperature:
The ambient temperature, in degrees K. Used to set the sky color.
Er
Anchor
Xing930981558Xing93098
1558
, the shader will perform adaptive sampling, once its initial sampling is complete. The *Error bounds
parameter then dictates the accuracy of the solution. An value of 0.1 means that the maximum error associated with the illumination of a particular point of interest is less than 10% of the energy associated with the illumination arriving at the point. Values much smaller than 0.1 are not unusual; the default value (0.5) discourages adaptive sampling.
Noi
Anchor
Xing931001559Xing93100
1559
se factor:
You can add noise to provide patterns which look naturally chaotic and noisy. A value of 0.0 means no noise; a value of 1.0 means maximum noise.
Position: The location or origin of the light.
Direction: For lights with a specific orientation, these are delta values in X, Y, and Z representing the directional vector.

Anchor

...

1560
1560
Ope nGL Specific Properties

Parameters relevant for OpenGL rendering.
The Open GL rendering engine creates views of lower quality than the LightWorks engine, but at a higher speed.
Image Removed Image Added
Ambient: The amount of ambient light - light provided equally from all directions.
Dif

Anchor
Xing931121561Xing93112
1561
fuse: The quantity of diffuse light reflected by each surface that is lit by the light. When diffuse light strikes a surface, it is reflected in every direction equally. This makes the surface appear as if it has a rough or matte finish.
Sp
Anchor
Xing931141562Xing93114
1562
ecular:
The quantity of specular light reflected by each surface that is lit by the light. When specular light strikes a surface, it reflects in only one direction. This makes the surface appear as if it has a smooth, mirror-like finish.
Warning: The Open GL settings are cumulative. When all three light component values are set to the maximum, the light source will generate three times the amount of light of a single maximum setting.

Anchor

...

1563
1563
Light Works Specific Properties

Parameters relevant for LightWorks rendering.
The LightWorks rendering engine creates views of high quality, but view creation can take time. Image Added
Image Removed
F

Anchor
Xing931271564Xing93127
1564
all Off: Relevant for Point and Spot light sources, determines the way in which the light's intensity is attenuated as a function of the distance from the source. By default this parameter is set to "No attenuation", i.e. light intensity is constant. Other available fall-off types include:
Natu
Anchor
Xing931291565Xing93129
1565
ral Linear:
1/(d+1)
N
Anchor
Xing931311566Xing93131
1566
atural Quadratic:
1/(d*d+1)
Lin
Anchor
Xing931331567Xing93133
1567
ear:
1/d
Quad
Anchor
Xing931351568Xing93135
1568
ratic:
1/d*dWhere d
Where d = the distance from the light source.
S
Anchor
Xing931381569Xing93138
1569
cattering:
Creates the effect of light being scattered by a foggy atmosphere.
Sh
Anchor
Xing931401570Xing93140
1570
adow:
Controls shadow display. Increasing Resolution enables you to smooth the shadow edges. You may get some light and shadow effects by specifying Quality and Softness parameters.

...

Anchor

...

1571
1571
Light Sets

A light set is a group of lights, which can be handy if you want to set identical parameters for multiple lights. Light sets are created and manipulated in the Design Director. See Design Director- Lights.