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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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:
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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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