Creating a Light Source 

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.
Open the Lamp.CATProduct document.

You can choose between three different types of light sources: spot, point and directional. 

  1. Click Create Spot Light to create a light source with a conical shape:

    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.

    • You can also click Create Point Light ...

    ... 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.

    • or click Create Directional Light ...

    ... 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:    

    Spot light Punctual light  Directional light

    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.

  2. As for cameras, you can interactively manipulate the light source:

    • 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.
  3. 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.

    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.
  You are now ready to adjust the light source parameters.
 

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.
 

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.