Light code block of the sunflow scenario File

Source: Internet
Author: User
Tags emit

Overview:

Use the sRGB nonlinear keyword to identify our commonly used color space. Image light sources (IBL) and sunlight (sunsky) do not emit photon, so no light is visible, and all other light emits photon;

Sampling:

The size of the sample determines the image quality. The setting should be tested from an early stage until it is appropriate;

  • Attenuation light source:

If the light intensity decreases as the distance increases, you can remove the light source from the scene by setting the power/radiance parameter to a negative number;

  1. Point Light Source:
    Light {
    Type Point
    Color {"sRGB nonlinear" 1.000 1.000 1.000}/* color */
    Power 100.0/* light intensity, in watt */
    P 1.0 3.0 6.0/* location */
    }
  2. Grid light source/chip light source
    Light {
    Type meshlight/* grid light source */
    Name meshlamp/* Name of the light source */
    Emit {"sRGB nonlinear" 1.000 1.000 1.000}/* light color */
    Radiance 100.0/* radiation intensity, w */
    Samples 16/* sampling. If it is a large light source, it should be set to 0 to use global and diffuse reflection */
    Points 4/* involves four vertices. The following is the coordinate */
    0.6 0.1 6.0
    0.3 1.0 6.0
    1.0 1.0 5.5
    1.0 0.3 5.5
    Triangles 2/* is responsible for the luminous triangle, which is defined by the vertex index. Each triangle emits light and consumes system resources. It is best to use both sides */
    0 1 2
    0 2 3
    }
  • Non-attenuation light source:
    1. Ball light source:
      Light {
      Type spherical/* spherical light */
      Color {"sRGB nonlinear" 1.000 1.000 1.000}/* color */
      Radiance 100.0/* Light Intensity */
      Center 5-1.5 6/* Ballon */
      Radius 30/* radius */
      Samples 16/* sampling */
      }
    2. Direct Light:
      Light {
      Type directional/* direct light */
      Source 4 1 6/* Source location */
      Target 3.5 0.8 5/* Target Shooting position */
      Radius 23/* radius of the scattered light in the target */
      Emit {"sRGB nonlinear" 1.000 1.000 1.000}/* light color */
      Intensity 100/* Light Intensity */
      }
  • Infinitely far light source:
    1. Image Light Source
    2. Sunshine
      Light {
      Type sunsky
      Up 0 0 1/* control height (zplane )*/
      East 0 1 0/* control orientation */
      Sundir 0.5 0.2 0.8/* direction? */
      Turbidity 6.0/* chaos? */
      Samples 128.
      }

    Others skipped

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