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Revision of LIght from Thu, 06/15/2017 - 21:32

<p>The generic lighing node. It is necessary to have lights to see most geometries. Unless it has emissive color (see <strong>Material</strong>), unlit geometry will render as black. Some of the fields apply only to specific types of lights. Those fields are ignored if the light type does not use those values.</p>

<p>The <em>color</em> and <em>intensity</em> fields are common to all light types. The field <em>type</em> specifies the type of light and determines which remaining fields are accessed.</p>

<h4>Directional lights</h4>

<p>These lights only use the <em>direction</em> field. This field sets the direction from the origin where the light is pointing. The light provided by this type is uniform across the entire scene.</p>

<h4>Point lights</h4>

<p>These lights illuminate the entire scene out the specified <em>radius</em>. The light falls off according to the <em>attenuation</em> field. The light is positioned at <em>location</em> relative to the current origin.</p>

<h4>Spot lights</h4>

<p>These lights illuminate the entire scene out the specified <em>radius</em>. The light falls off according to the <em>attenuation</em> field. The light is positioned at <em>location</em> relative to the current origin. For any given distance from location, the <em>beamWidth</em> field defines the region of full intensity. The light falls off linearly with distance until objects are unlit at <em>cutOffAngle</em>,</p>