Light
Physical Light
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.
physical_light
color "physical_light" (
color "color",
scalar "cone",
scalar "threshold",
scalar "cos_exp")
- color
- specifies the light energy. Since this shader is physically
correct, its energy is distance-dependent and not normally in the
range 0...1. This is normally a copy of the light source energy,
but keeping it separate makes it possible to adjust direct and
indirect illumination separately.
- cone
- is the cosine of the opening angle of the inner solid cone, if
the shader is attached to a spot light source.
- threshold
- is for optimization: if the illumination is less than
threshold, the illumination can be discarded and no shadow rays
need to be cast. The default is 0.
- cos_exp
- is for flat area lights only (rectangle and disc): the default
cosine illumination distribution is made more narrow by taking
cosine to the cos_exp power. The default is 1.
The shader reads the direction, spread, and exponent parameters
directly from the light source.
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