Illumination--01 Light Base

Source: Internet
Author: User

Study Notes for beginners, please correct me if you have any mistakes. The number is also please point out, thank you.

There are 3 basic components of illumination: Intensity (intensity), color (colour), and direction (direction)

Create a new scene select Directional Light, properties like, we can set intensity and color directly, and the direction is determined by the type of illumination

A total of 4 types of illumination: Point Light, Spotlight, directional light, and area light

Point Light is based on a point in space, sending light evenly to all directions, with light intensity attenuated over distance, with a minimum strength of 0

Point light sources are often used to simulate the light emitted by the bulb, the spark from the moment of fire, or the glare of the explosion.

Poly Source (Spot light) He is emitting light within an angle range, all of which is a conical, and its direction is the z-axis positive direction

Mainly used for the performance of flashlights and lights, etc.

directional Lights (directional light) do not have a specific light source position, so the entire scene will be irradiated

It can be placed anywhere, and there is no concept of distance, because the intensity of light does not decay

Directional light is mainly used to represent very large light sources projected from the scene model space, for example: Sunlight and moonlight.

In the abstract game can also be used to let the problem be light, and create a shadow, thereby increasing the sense of the picture.

Area Light

Region light is shown in a rectangle in space, and light is attenuated from one side of the rectangle to the other, because the zone light is very CPU-intensive and all the only light types that must be baked in advance

Because the area light illuminates objects from different angles, it is softer and can be used to simulate street lights.

Illumination--01 Light Base

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