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The light shader physical_light models physically correct light sources. As for ideal point lights, the light intensity falls off with the inverse square of the distance. If physical correctness is not important, this falloff can be modified by changing exponent; in general the falloff is 1/e^d where e is the falloff exponent and d is the distance between the light source and the illuminated point. For directional lights there is no falloff since the light rays are parallel.
color "physical_light" ( color "color", scalar "cone", scalar "threshold", scalar "cos_exp")
The shader reads the direction, spread, and exponent parameters directly from the light source.
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