Light Sources Updated for the current release.

 

Invoked ByVisualize Tool Tab New in VX

 

At the part level, pick the Light Source Tool Tab (located on the right side of the display by default).  Use this tool bar to create and position light sources. The light emitted from these sources will appear during shaded display mode and in rendered scenes. You can also modify existing light sources. Refer to the commands below.

 

See also Setting up a Light Source Studio New in VX

 

Directional Light Source Directional Light Source

 

Directional Light SourceLight Source MarkerCreates a directional light source. Directional light is located infinitely far away from the scene and always shines in the same direction. Because of the far distance, directional light rays are considered to be parallel by the time they reach the scene. Sun light is a good example of directional light. The marker will appear at the direction origin.

 

 

Ambient Light Source Ambient Light Source

 

Ambient Light SourceLight Source MarkerCreates an ambient light source. Ambient light is scattered so much by its environment that it cannot be attributed to any single source. Back lighting in a room is a good example of ambient light. Most of the light bounces off many objects before reaching your eyes. When ambient light strikes a surface it scatters in all directions. The marker will appear in the lower right corner of the graphics window.

 

 

Eye Light Source Eye Light Source

 

Eye Light Source

Light Source MarkerCreates a light source that is always positioned at your point of view. The marker will appear in the lower right corner of the graphics window.

 

 

Point Light Source Point Light Source

 

Light Source MarkerPoint Light SourceCreates a point light source. Point light shines equally in all directions like a light bulb. Two points are used to define the position and target. It might seem that a target is not needed. However, specifying a target provides an intuitive means of calculating the attenuation. The marker will appear at the position point. The marker will appear at the position point.

 

 

Spot Light Source Spot Light Source

 

Light Source MarkerSpot Light SourceCreates a spot light source using two points. One to locate its position and the other to define its direction. The light emitted from a spot light originates at its position point and is restricted to the shape of a cone. The included angle of the cone is called the spread angle. The marker will appear at the position point.

 

 

Modify Light Source Modify Light Source

 

Use this command to modify a light source. When you create a light source, a marker is created either at its origin or at the bottom-right corner of the graphics window depending on the type of light source.

 

You can also modify or inquire light sources by right-clicking on the light source markers (shown to the left of each command description above). An Object Editor popup menu will be displayed for additional options.

 

Select the light source marker to modify and then redefine the light source values. Refer to each light source command above.

 

 

Delete Light Source Delete Light Source

 

Deletes a light source by selecting its marker (shown below the icons above).

 

 

Delete All Light Source Delete All Light Source

 

Deletes all light sources in the active part (all light markers are removed from the graphics window).

 

 

Toggle Light Source Markers Toggle Light Source Markers

 

Toggle the display of all light source markers (shown under the command icons above) on or off. The light sources are not deleted. Only the markers are toggled on or off.

 

 

VX Forms are documented here Required Inputs (Various Light Source Commands)

 

 

 

Optional Inputs are documented here. Optional Inputs (Various Light Source Commands)

 

 

 

Optional Inputs are documented here. Other Options (All Light Source Commands)

 

 

 

VX Notes Notes

 

Attenuation Factor =

1


k1 + k2(d)

 

where
  

d = Distance between the light's position and a given vertex

k1 = Constant Attenuation Value

k2 = Linear Attenuation Value
  

Thus the intensity at a given vertex is:
  

I =

(Intensity )

1


k1 + k2(d)

 

The default value for k1 is 1.0 and the default value for k2 is 0.0. This makes the default attenuation factor 1.0. With these default settings, the intensity at each vertex is equal to the intensity value specified in the Point Light Source Form. Specifying constant and linear attenuation values that result in an attenuation factor of less than 1.0 will cause a varying decrease of intensity at each vertex. This is because the distance between each vertex and the light's position is calculated into the attenuation factor.

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