Point Light
A Point Light simulates an omni-directional light which emits the same amount of light in every direction. If its Distance is non-zero, the light intensity will diminish as it approaches this distance. This type of light is useful for sources such as a light bulb.
Directional Light
A Directional Light simulates an infinitely far away source of light that casts parallel rays which emit in one direction towards an object in a scene. As such, the position of a directional light is not factored into calculations - only its rotation will have an effect. Thus, directional lights are ideal for representation of sources such as the sun.
Properties
Light
PROPERTY | DESCRIPTION |
Color | Defines the color used for light emitted. We use a color picker that can use RGB, HSV or HEX inputs. |
Intensity | Specifies strength of the light.
Numeric Range:
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Shadow
Enabling this allows for real-time webGL rendered shadows to be cast from light source.
PROPERTY | DESCRIPTION | ||||||||||
Enable | Enables casting of shadows from light sources. | ||||||||||
Bias | Computes the shadow at a point that is displaced toward the light from the actual surface being shaded. Can be used to minimize incorrect self-shadowing.
Numeric Range:
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Map Size | This determines the size of the shadow texture. The smaller the resolution is less detailed but loads faster.
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Camera Size | The lighting effect is calculated by placing a camera at the light’s origin and taking a quick render of the scene from that virtual camera’s point of view. This setting adjusts the size of the camera’s viewport size. The light will cast a shadow in the area dictated by this setting.
Much like the map size determining the detail, this effect can also play a large role in how defined and natural the shadow effect is. A larger viewport size takes into account more area need to be calculated for the shadow effect. Thus more area’s need to be calculated and fit in the same render. This can give you a more pixelated effect since more needs to be included in the texture. A smaller viewport size gives you a smaller area to calculate and more room in the render. However, you could cut-off an area you need to be calculated if you bring the value to low. Numeric Range:
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Near Clip | Specifies the starting distance from the light where the real-time webGL shadows will be calculated.
Numeric Range:
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Far Clip | Specifies the ending distance from the light where the real-time webGL shadows will be calculated
Numeric Range:
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Spotlight
A Spot Light simulates a cone of light with a specific point and direction in space. It illuminates only objects inside in the cone and can be used to generate shadows. Like point lights, spotlights have a maximum distance.
Properties
Light
PROPERTY | DESCRIPTION |
Color | Defines the color used for light emitted. We use a color picker that can use RGB, HSV or HEX inputs. |
Intensity | Specifies strength of the light.
Numeric Range:
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Cone Angle | Specifies the angle of the spotlight cone. The value works in degrees.
Numeric Range:
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Cone Falloff | Determines how the light transitions from full strength to no lighting since the cone. It can also be thought of as blurring the emitted light.
Numeric Range:
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Cutoff Distance | Specifies a threshold for the light’s intensity. It will cut off the light emitted when an object is beyond the threshold. This setting uses meters as a unit.
Numeric Range:
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Decay Exponent | The light intensity is proportional to the exponent value of the distance from the light. This is another way to describe how far the light intensity reaches.
Numeric Range:
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Shadow
Enabling Shadow allows for real-time webGL rendered shadows to be cast from light source.
PROPERTY | DESCRIPTION | ||||||||||
Enable | Enables casting of shadows from light sources. | ||||||||||
Bias | Computes the shadow at a point that is displaced toward the light from the actual surface being shaded. Can be used to minimize incorrect self-shadowing. Numeric Range:
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Map Size | This determines the size of the shadow texture. The smaller the resolution is less detailed but loads faster.
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Near Clip | Specifies the starting distance from the light where the real-time webGL shadows will be calculated. Numeric Range:
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Far Clip | Specifies the ending distance from the light where the real-time webGL shadows will be calculated
Numeric Range:
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Show Frustum | Enabling this brings up a representation of your light’s emission and clipping distance. | ||||||||||
Frustum Color | Lets you choose a color for the Frustum. |
Area Light
Area lights emit light uniformly from a 2-dimensional source. The size of the light depends on the user’s input for Width and Height. The intensity of the light may also be controlled by the user.
Properties
Light
PROPERTY | DESCRIPTION |
Color | This is a color picker |
Intensity | A slider with a range of 0 - 100 which controls how powerful the light source will be in the scene. The default intensity of the area light is 10. |
Source Width | This allows the user to control the width of the Area light. The slider ranges from .1 to 100 with the default width being 1. |
Source Height | This allows the user to control the height of the Area light. The slider ranges from .1 to 100 with the default width being 1. |
Hemisphere Light
A Hemisphere Light simulates an area light that illuminates your scene from all directions. This is useful for creating bounce light effects such as sky lights, or other secondary bounce light effects.
Property | Description |
Sky Color | Defines the color used for light emitted at the top of the hemisphere. We use a color picker that can use RGB, HSV or HEX inputs. |
Sky Color | Defines the color used for light emitted at the bottom of the hemisphere. We use a color picker that can use RGB, HSV or HEX inputs. |
Intensity | Specifies strength of the light. \ \ Numeric Range:
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Bloom
Bloom support is now available as a post effect to reproduce lighting effects to take Product visuals to the next level by amplifying highlights.
Bloom can be added to Scenes by adding the Bloom Pass operator in Scene assets in the PostEffect properties section:
You can manipulate the Threshold, Intensity, and Radius of the effect.