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Select the light then Edit > Properties (or press
Alt+Enter) to access the Lighting tab in order to edit
the lighting parameters.
You can
also right-click the light in the specification tree then select
Properties or Light object > Definition to
open the Properties dialog box: |
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The Type
box lets you modify the source type by selecting a new type from
the list: Spot, Point or Directional. |
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Use the slider to modify the color
intensity, then click the
button if you want to choose another color (the default color is white):
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You can enter a value comprised between 0 and 255 for any of
these fields. The overall color of a light source is composed of
three independent colors: diffuse, ambient an specular. The values
of these colors are given in RGB mode or in HLS mode by three real
positive values:
- HLS (Hue, Saturation, Luminance) model is an
intuitive, easy to use tool for describing or
modifying a color.
Hue is the "color" of the color. It is the name by which
the color is designated and is used to
define the desired color.
Saturation is the intensity of the color. The higher the
number, the more intense the color.
It is used to tune the purity of the color.
Luminance is the brightness of the color, i.e. the degree
to which the pure color is diluted by
white or black. The larger the number, the lighter the color. It
is used to adjust intensity
- RGB (Red, Green, Blue) model is a more physical model.
It is based on the tri-stimulus theory
of the human perception system. This model is usually used to
define, with a high precision, the
three primary components of the color.
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Click OK to confirm and close the
Color dialog box.
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Define the light intensity using the slider or by
entering a value directly in the box.
The intensity of a light source is the maximal
lightness value of three colors (ambient, diffuse and specular).
The light color will be computed by multiplying the
Red, Green and Blue values you defined in previous step by the
intensity value. Therefore, this parameter allows you to adjust the
luminosity of the light source, while preserving its chrominance
("color") component.
You can enter values comprised between 0 and 4: the
higher the value, the more saturated (i.e. the whiter) the light.
More precisely, as soon as the intensity value exceeds 1, the color
starts saturating. |
Here are two examples
comparing 2 different sets of RGB values with 3 different
intensities. In the first example, all color components (R, G and
B) are multiplied by intensity: |
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R,G,B = 10,100,10
Intensity = 0.5 |
R,G,B = 10,100,10
Intensity = 1 |
R,G,B = 10,100,10
Intensity = 3 |
Result = 5,50,5 |
Result = 10,100,10 |
Result = 30,255,30 |
In the second example, when
the intensity is greater than 1, R and B are the only components to
be multiplied since G is already saturated: |
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 |
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R,G,B = 40,255,40
Intensity = 0.5 |
R,G,B = 40,255,40
Intensity = 1 |
R,G,B = 40,255,40
Intensity = 3 |
Result = 20,128,20 |
Result = 40,255,40 |
Result = 120,255,120 |
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To define more precisely the
light intensity, click the
button which opens the
Intensity dialog box:
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The Falloff box lets you define the light
energy attenuation (which is set to None by default):
- None: no lighting end which means that the light
energy will be constant and infinite. The cone limits, however,
are kept
- Linear: light energy decreases linearly with a 1/r
ratio ("r" = distance to light origin) and stops at attenuation
end. For instance, if the energy received at a distance of 10 mm
from the light origin will be equal to 1/10th of the light energy
at light origin
- Realistic: light energy decreases with a 1/r2
ratio and becomes negligible at attenuation end. A realistic
falloff requires a high value when distant objects are to be
illuminated.
Note: directional lights do not disperse and therefore have no
falloff.
The following picture illustrates the three different types of
light energy attenuation: |
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The Lighting tab also lets you define:
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Enables you to define the
half-angle of the cone, that is the angle between the axis of
revolution and the cone edge (for spot light sources only).
The angle is a value between 0 and 90 degrees. This means that a
value of 90 degrees would generate a light source equivalent to a
punctual light source. |
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Defines in millimeters the
maximum distance for light attenuation (i.e. the distance to the
center from which the light source does not illuminate). |
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Defines as a ratio the
minimum distance for light attenuation. For example:
0 corresponds to an attenuation starting from
the center
0.5 corresponds to an attenuation starting from
the middle
1 corresponds to an attenuation starting from
the end, i.e. a null attenuation. |
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Defines as a
fraction of the light angle the angle to the light axis from which
the light starts to attenuate. For example:
0 corresponds to an attenuation starting from
the axis
0.5 corresponds to an attenuation starting from
the half-angle
1 corresponds to an attenuation starting from
the end, i.e. a null attenuation.
Note that you also position your pointer over the one of the side
lines then click and drag the segment to modify the attenuation
angle ratio. |
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The Ray Traced check box
available in the Shadows tab is relevant for software
rendering only (i.e. Photo Studio products). |
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Click the Position tab to
define the light source anchoring point and the point to which the source
is directed, respectively in the Origin and Target areas.
You can define this position in
millimeters along the X, Y and Z axes. |
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Note that you can click the Reset value
button at anytime to reset the light source to the default
position. |
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The Reference Axis area lets
you define the light source position relative to the Model axis or to the
Viewpoint according to the option you select:
- Model
By default, any light source you create is positioned relative to
the model and thus, moving the viewpoint moves the light source
along the model.
- Viewpoint
Attaching a light source to the viewpoint means that moving the
viewpoint only moves the model; the light source keeps the same
position in the window.
When a light source is attached to the viewpoint, it is
identified by an anchor symbol in the specification tree as
shown below for Light 1:
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You can also attach a light
source to the viewpoint by right-clicking it in the specification
then selecting Attach to View. Inversely, once a light
source is attached to the viewpoint, you can re-attach it to the
model by clearing Attach to View. |
The
Feature Properties tab provides general information on the
currently selected light source, e.g. its name, its creation date,
etc. |
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Click OK to validate the
parameters.
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If you want to display the
light source viewpoint (to visualize the object as if you were positioned
behind the light source), right-click the light item in the specification
tree then select Light View:
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If you want to position
the light source along a perpendicular to the point you click on the
object.
To do so:
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right-click the light source item in the
specification tree (or the light symbol in the geometry area) and
select Position along Normal
then
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place your pointer over any point of the object
and click: the light source is positioned along the normal to the
selected point.
As long as the Position along Normal command is active,
you can hold down the left-mouse button and keep on moving the
cursor to find the best position: when satisfied, release the mouse
button to position the light source.
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When satisfied with the result, deactivate
Position along Normal by selecting any other command in the
workbench or by pressing Esc. |
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You can also adjust the
specular effect of your light source.
To do so:
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right-click the light source item in the
specification tree (or the light symbol in the geometry area) and
select Position Specular
then
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place your pointer over any point of the object
and click: the specular spot is positioned at the selected point.
As long as the Position Specular command is active,
you can hold down the left-mouse button and keep on moving the
cursor to find the best position for the specular spot: when
satisfied, release the mouse button to position the specular
effect.
When satisfied with the result, deactivate Position
Specular by selecting any other command in the workbench or
by pressing Esc. |
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You can position the direction of
the light source by right-clicking the light source in the specification
tree (or in the geometry area) then selecting Position Direction.
This command lets you manipulate in a very precise
way your light source along predefined circles that are centered on
the light target.
When you click the icon, the light symbol is replaced with the
following symbol representing the light manipulator in 3D, the red
arrow representing the light direction (i.e. the target): |
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When you point at an arrow, a
predefined dotted circle is displayed like this: |
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If you drag your mouse along that
circle, the light source is rotated along its axis. Now if you
position your mouse over an arc, a predefined dotted circle also
appears.
If you drag your mouse along that circle, this changes the position
of the light origin along the selected arc: |
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Note that you can move the light
position step-by-step by pressing Ctrl then dragging
your mouse simultaneously. By default, the light source is rotated
10 degrees by 10 degrees but you can modify this value if needed
via the Direction dialog box. |
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