Lighting

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:

  • 2 = Defaulted value
  • 100 = Max; The higher the value the more intense the color.

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:

  • 0 = Defaulted value. No bias.
  • 100 = The further the displaced shadow becomes.
Map Size This determines the size of the shadow texture. The smaller the resolution is less detailed but loads faster.
128 Saves out a 128x128 texture for the shadow.
256 Saves out a 256x256 texture for the shadow.
512 Defaulted value. Saves out a 512x512 texture for the shadow.
1024 Saves out a 1024x1024 texture for the shadow.
2048 Saves out a 2048x2048 texture for the shadow.
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:

  • 500 = Defaulted size.
  • A higher value means a larger area of shadow is calculated. It can result in a lower resolution and less detailed shadow effect.
  • The lower the value the smaller the area where shadow is received. A smaller area is calculated for shadows but it can result in a more detailed and natural looking shadow effect.
Near Clip Specifies the starting distance from the light where the real-time webGL shadows will be calculated.

Numeric Range:

  • .01 = Defaulted value.
  • The higher the value the further the starting point of shadow calculation from the light source.
Far Clip Specifies the ending distance from the light where the real-time webGL shadows will be calculated

Numeric Range:

  • 500 = Defaulted value.
  • The higher the value the further the ending point of shadow calculation from the light source.

 

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:

  • .8 = Defaulted value
  • 100 = Max; The higher the value the more intense the color.
Cone Angle Specifies the angle of the spotlight cone. The value works in degrees.

Numeric Range:

  • 60 = Defaulted value
  • 90 = Max; The higher the value the wider the cone.
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:

  • 0 = Defaulted value. No falloff.
  • 100 = Maximum falloff. The higher the value the softer and more gradual transition of light.
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:

  • 0 = Defaulted value. No cut off distance added.
  • 100 = 100 meters before light is cut off. The higher the value, the further the light emits.
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:

  • 0 = No decay. The light has a constant intensity.
  • 2 = Defaulted value. Softer and more gradual transition of light.

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:
  • 0 = Defaulted value. No bias.
  • 100 = The further the displaced shadow becomes.
Map Size This determines the size of the shadow texture. The smaller the resolution is less detailed but loads faster.
128 Saves out a 128x128 texture for the shadow.
256 Saves out a 256x256 texture for the shadow.
512 Defaulted value. Saves out a 512x512 texture for the shadow.
1024 Saves out a 1024x1024 texture for the shadow.
2048 Saves out a 2048x2048 texture for the shadow.
Near Clip Specifies the starting distance from the light where the real-time webGL shadows will be calculated.
Numeric Range:
  • .01 = Defaulted value.
  • The higher the value the further the starting point of shadow calculation from the light source.
Far Clip Specifies the ending distance from the light where the real-time webGL shadows will be calculated

Numeric Range:

  • 400 = Defaulted value.
  • The higher the value the further the ending point of shadow calculation from the light source.
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:
  • .8 = Defaulted value
  • 100 = Max; The higher the value the more intense the color.

 

 

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.gif

Bloom can be added to Scenes by adding the Bloom Pass operator in Scene assets in the PostEffect properties section:

bloom-post-effect.png

You can manipulate the Threshold, Intensity, and Radius of the effect.

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