Difference between revisions of "Reference:Light Group"
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[[Category:Light Sources]] | [[Category:Light Sources]] | ||
+ | {{#indexentry:global_lights}} | ||
+ | {{#indexentry:light_group, keyword}} | ||
+ | {{#indexentry:keyword, light_group}} | ||
+ | {{#indexentry:light_source, light_group}} | ||
+ | {{#indexentry:keyword, light_source}} | ||
+ | {{#indexentry:global_lights, light_group}} | ||
+ | {{#indexentry:keyword, global_lights}} | ||
<p>Light groups make it possible to create a <code>union</code> of light sources and objects, where the objects in the group are illuminated by the lights in the group or, if so desired, by the global light sources as well. The light sources in the group can <em>only</em> illuminate the objects that are in the group, this also applies to <code>scattering</code> media, and it <em>must</em> be included in the light group as well. Keep in mind that if the scattering media also has an <code>absorption</code> component, it <em>will</em> be affected by light sources that are <em>not</em> in the light group definition.</p> | <p>Light groups make it possible to create a <code>union</code> of light sources and objects, where the objects in the group are illuminated by the lights in the group or, if so desired, by the global light sources as well. The light sources in the group can <em>only</em> illuminate the objects that are in the group, this also applies to <code>scattering</code> media, and it <em>must</em> be included in the light group as well. Keep in mind that if the scattering media also has an <code>absorption</code> component, it <em>will</em> be affected by light sources that are <em>not</em> in the light group definition.</p> | ||
Latest revision as of 18:18, 16 December 2016
Light groups make it possible to create a union
of light sources and objects, where the objects in the group are illuminated by the lights in the group or, if so desired, by the global light sources as well. The light sources in the group can only illuminate the objects that are in the group, this also applies to scattering
media, and it must be included in the light group as well. Keep in mind that if the scattering media also has an absorption
component, it will be affected by light sources that are not in the light group definition.
Light groups are for example useful when creating scenes in which some objects turn out to be too dark but the average light is exactly how it should be, as the light sources in the group do not contribute to the global lighting.
Syntax :
light_group { LIGHT_GROUP LIGHT | LIGHT_GROUP OBJECT | LIGHT_GROUP [LIGHT_GROUP MODIFIER] } LIGHT_GROUP LIGHT: light_source | light_source IDENTIFIER LIGHT_GROUP OBJECT: OBJECT | OBJECT IDENTIFIER LIGHT_GROUP MODIFIER: global_lights BOOL | TRANSFORMATION
- To illuminate objects in the group with the light from global light sources, add
global_lights on
to the light group definition. - Light groups may be nested. In this case light groups inherit the light sources of the light group in which they are contained.
- Light groups can be seen as a
union
of an object with alight_source
and can be used with CSG.
Some examples of a simple light group:
#declare RedLight = light_source { <-500,500,-500> rgb <1,0,0> } light_group { light_source {RedLight} sphere {0,1 pigment {rgb 1}} global_lights off }
A nested light group:
#declare L1 = light_group { light_source {<10,10,0>, rgb <1,0,0>} light_source {<0,0,-100>, rgb <0,0,1>} sphere {0,1 pigment {rgb 1}} } light_group { light_source {<0,100,0>, rgb 0.5} light_group {L1} }
Light groups with CSG:
difference { light_group { sphere {0,1 pigment {rgb 1}} light_source {<-100,0,-100> rgb <1,0,0>} global_lights off } light_group { sphere {<0,1,0>,1 pigment {rgb 1}} light_source {<100,100,0> rgb <0,0,1>} global_lights off } rotate <-45,0,0> }
In the last example the result will be a sphere illuminated red, where the part that is differenced away is illuminated blue. The end result is comparable to the difference between two spheres with a different pigment.