RedSDK Directional Light Luminance
About Directional lightA Directional light shines along a path defined by Dir. and with shadows unticked it continues infinitely in that direction and returns back onto itself, (like it goes around the world), it is also an infinitely wide light irrespective of the size of the source object.
- Intensity â€“ Set the intensity of the light.
- Diffuse color â€“ Sets the diffuse color of the light.
- Diffuse affect â€“ Sets the relative intensity (power) of the diffused light.
- Specular color â€“ Sets the specular color of the light.
- Specular affect â€“ Sets the relative intensity (power) of the Specular light.
- Pos â€“ Sets the X,Y,Z position of the light relative to the object to which it is attached.
- Dir â€“ Sets the X,Y,Z direction of the light relative to the position.
Adding a value of 1 in a single input box (x, y or z) relates to the direction of the light, adding a second value in another input box rotates the light, below right, 0.1 was added to the 'x' direction 'z' was left as 1.
- Top â€“ Defines a second axis which is perpendicular to the direction, used for the rotation, if the lights display is not circular.
- Shadows â€“ Sets whether the light will generate shadows, or not.
- Shadow Color â€“ Specifies the color of shadows created by the light.
Changes the colour of the shadow for example to blue, produces variation in the colour depending of the colour / material of the object on which the shadow falls, which is more prominent on white objects as shown below.
- Shadow Map - sets the use of shadow maps
Shadow maps are generated by testing whether or not each specific pixel is visible from the light source. This accomplished by comparing each pixel to a depth image (z-buffer) of the light source's view, stored in the form of a texture file. Shadow maps can accelerate the rendering of shadows, but usually at the cost of some quality.
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RedSDK Luminance Reference