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This task shows you how to create
a light source. Light sources let you illuminate the objects to be rendered
as you wish for example, by highlighting a specific element in your scene,
thus focusing the viewer's attention. |
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Open the
Lamp.CATProduct document. |
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You can choose between three different types of light
sources: spot, point and directional. |
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Click Create Spot
Light
to create a light source with a conical shape:
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The representation of the light
source displayed above corresponds to the default representation
mode (i.e. "wireframe display"). You can choose to display the
light source in shading mode by selecting the appropriate option in
Tools > Options > Infrastructure > Rendering > Display. |
This light source is located at a
given place, emitting the light isotropically inside a cone of
influence determined by the privileged direction of illumination
(forming the axis of revolution) and the angle that the edge of the
cone forms with this axis.
Spot light sources are mainly used to simulate spot light (the most
frequently used lights) and are useful for tuning the lighting of
each object individually.
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You can also click Create Point Light
...
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... to create a light source situated at a given
point, emitting light isotropically, i.e. in all directions. This
light source type is mainly used to simulate light bulb, for
instance. |
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... to create a light source coming from a given
direction, generating constant intensity parallel lighting. This
light source type is mainly used to simulate a global lighting as
the sun does. |
Note:
you can click anywhere in the geometry area to see the light
symbol: |
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Spot light |
Punctual light |
Directional light |
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Direction vector represents the
privileged direction of illumination of the source for spot and
directional light sources. It is visualized by an arrow whose
origin is the anchoring point of the source.
Anchoring point is the position of the
light source and is represented by a small star. When the source is
characterized by a direction, the anchoring point coincides with
the origin of the arrow.
In the case of a spot or punctual light source, the anchoring point
physically localizes the source. In the case of a directional light
source, it can be used (with the target point) to define the
illumination direction. |
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As
for cameras, you can interactively manipulate the light source:
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- the source point (1)
rotates the spot around its target point
- the target point (2)
rotates the spot around its source point
- the upper green manipulator translates and rotates the spot
around its target point
- the lower green manipulator translates and rotates the spot
around its source point. It also lets you modify the attenuation
end.
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To activate a
light source, right-click it in the specification tree then select
Light On.
Inversely, to deactivate a light source,
right-click it in the specification tree then clear Light On.
Light
sources illuminating the scene are said to be active (On).
Otherwise, they are inactive (Off) and do not cast
any light. |
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Due to OpenGL
limitations, some active lights may not be seen in the 3D window
though they are defined as being "active". In that case, a warning
sign identifies the light in the specification tree.
On most platforms, up to 8 lights can be seen at the same time,
however this number may be higher depending on the graphics card. |
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You are now ready to
adjust the light source parameters. |
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More about light sources
Light sources created in the Real Time Rendering workbench are supported
in:
- reviews created using DMU Navigator. Refer to the "DMU Review"
section in the Version 5 - DMU Navigator User's Guide to for
detailed information
- presentations created using DMU
Navigator. Refer to the "DMU Presentation" section in the Version 5
- DMU Navigator User's Guide.
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Automation
Macros are provided to automate the activation/deactivation of light
sources. Refer to the "Use Cases" section in the Real Time Rendering
Automation documentation for detailed information. |
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