Light Shaders
The Light shader properties are as follows:
Ambient
Ambient light is an even light that lights all surfaces in the
same manner. Ambient light does not have direction, and does not
therefore cast shadows. Ambient light has the parameters listed
below, whose values can be changed.
- Intensity - Can have values 0–1, for example 0.4.
- Color - Color of the light as an RGB value, for example
255,255,255
Environment
Environment light is used together with the environment image to
create true-to-life lighting environments to the model. The most
important shader properties are:
- Saturation - The saturation of the light provided by the
environment image. At a value of 0, the saturation is the same as
in the original image. Negative values up to -1 reduce saturation.
At -1, the light color is purely in gray scale. The values from
zero to one increase the saturation of the original environment
image.
- Intensity - Individual to each hdr environment image.
You can find the intensity through trial and error. Try values
between 1 and 20 first. You can also try a value under 1.
- Nr of samples - The most essential parameter. The
rendering precision of shadows can vary between 0 and 8,000. Values
below 100 produce fast but rough and lined shadows. High values are
better suited for the final rendering, but the render time may be
long, depending on the hardware performance. The software
supplier's recommendation for the preview precision is,
approximately, 100, while 500-2,000 is recommended for the final
render.
- Noise factor - Compensates the low precision of shadow
calculation by adding noise to the image. Try values between 0.05
and 0.2. You can use low values when the Nr of samples is
high.
- Shadow softness - Compensates the low precision of
shadow calculation by softening the edges of the shadows. Try
values between 1.5 and 10. You can use low values when the Nr of
samples is high.
- Use upper hemisphere only - Determines if the light
coming below the ground level is taken account of in rendering. The
value can be TRUE or FALSE.
Distant
Distant light is a type of light that is used to define a
distant light source, such as the sun. Its rays are parallel.
Distant Lights can be defined to cast shadows or not. A model can
have several distant lights at the same time. Distant light has the
parameters listed below, whose values can be changed.
- Intensity - Can have values 0–1.
- Color - Color of the light as an RGB value, for example
255,255,255.
- Location - Location of the light (where from), for
example 0,0,1.
- To - Lighting direction (where to), for example
0,0,0.
- Shadows - Shadows on/off, values TRUE/FALSE.
- Shadow resolution - Shadow resolution, values
0–2048.
- Shadow quality - shadow quality, values 0–9.
- Shadow softness - Shadow softness, values 0–5.5.
- Power - Initial power of the visible light, the values
are given separately for the red, green and blue components.
Eye
Eyelight is a light that is aimed at the model from the viewing
point, and thus has no defined position or direction. Eye Light
does not cast shadows. Eyelight has the parameters listed below,
whose values can be changed.
- Intensity - Can have values 0–1, for example 0.4.
- Color - Color of the light as an RGB value, for example
255,255,255
Point
Point light is a type of light that emits light spherically in
every direction. The source of the light rays is a selected point
and the rays are evenly spread. Point Lights can be defined to cast
shadows or not. A model can have several point lights at the same
time. Point light has the parameters listed below, whose values can
be changed.
- Intensity - Can have values 0–1.
- Color - Color of the light as an RGB value, for example
255,255,255.
- Location - Location of the light (where from), for
example 0,0,1.
- To - Lighting direction (where to), for example
0,0,0.
- Fall off - Attenuation of the light, values 0-1.
- Shadows - Shadows on/off, values TRUE/FALSE.
- Shadow resolution - Shadow resolution, values
0–2048.
- Shadow quality - shadow quality, values 0–9.
- Shadow softness - Shadow softness, values 0–5.5.
- Color temperature - Light color temperature. Can have
values 0-1.
- Intensity units - Light-color temperature.
- Scattering - Scattering of the light on/off, values
TRUE/FALSE.
Spot
Spotlight is a type of light where the rays are spread
conically. Spot Lights can be defined to cast shadows or not. A
model can have several spotlights at the same time. Spotlight has
the parameters listed below, whose values can be changed.
- Intensity - Can have values 0–1.
- Color - Color of the light as an RGB value, for example
255,255,255.
- Location - Location of the light (where from), for
example 0,0,1.
- To - Lighting direction (where to), for example
0,0,0.
- Fall off - Attenuation of the light, values 0-1.
- Cone angle in degrees.
- Half-light area in degrees.
- Beam distribution.
- Shadows - Shadows on/off, values TRUE/FALSE.
- Shadow resolution - Shadow resolution, values
0–2048.
- Shadow quality - shadow quality, values 0–9.
- Shadow softness - Shadow softness, values 0–5.5.
- Color temperature - Light color temperature. Can have
values 0-1.
- Intensity units - Light-color temperature.
- Scattering - Scattering of the light on/off, values
TRUE/FALSE.
Material Shader Properties
Background Shader
Properties