Point Light Sources (Positional & Directional)
Point light sources (positional & directional)
Up to 8 point light sources may be defined, each of which is independently controllable. At the top level of the lighting panel they may be turned on/off and have their intensity set from 0 - 100%. To change any other attributes use the button.

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| Definition Method | Positional or Directional (by vector) |
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Example of Positional lightA "positional" light is defined by its location in space, and this method is generally used for lights close to the object. This example shows a dummy with a positional light in its lap. (The light itself has been added artificially here, it would not normally be visible on a plot.)Because the light is "local" it (correctly) does not illuminate the tops of the arms or the front of the legs. Positional lighting is slightly more expensive than directional to compute, but is necessary if the true effects of lights close to the object are to be simulated. Example of Directional lightA "directional" light is defined only by its vector, and assumed to be infinitely distant (like the sun). This is the same model as above, but now the light is directional, defined by a vector pointing through the previous light source position towards the dummy. (The vector arrow has been added artificially, it would not appear on a plot.) The differences are clear: the whole of the front of the dummy has been illuminated, as have the surfaces which previously were dark. This is a little bit cheaper to compute than the positional equivalent, as "local" vectors from facet to light source need not be computed. |
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Defined lights as Tied to Model and Screen space systems
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(In these examples the light sources have been added artificially to illustrate their positions. They would not appear on an actual plot.)
Provides some pre-computed positions for lights.


