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This task shows you
how to create a standard light source and define its parameters. Lights let
you illuminate the objects to be rendered as you wish for example, by
highlighting a specific element in your scene, thus focusing the viewer`s
attention. Note that some of the adjustments detailed in this scenario
can also be performed using the
Light Commands toolbar. |
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Open the
Lamp.CATProduct document. |
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You can choose between three
different types of standard light sources: spot, point and directional. |
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Click Create Spot
Light
to create a source with a conical shape:
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Note that the
representation of the light source displayed above corresponds to
the default representation mode (i.e. "wireframe display"). You can
choose to display the light source in shading mode by selecting the
appropriate option in
Tools > Options > Infrastructure > Photo Studio > Display.
This light source is located at a given place, emitting the light
isotropically inside a cone of influence determined by the
privileged direction of illumination (forming the axis of
revolution) and the angle that the edge of the cone forms with this
axis.
Spot light sources are mainly used to
simulate spot light (the most frequently used lights) and are
useful for tuning the lighting of each object individually. |
You can also click Create Point Light
:
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This creates a source
situated at a given point, emitting light isotropically, i.e. in
all directions. This light source type is mainly used to simulate
light bulb, for instance. |
Or you can also
click Create Directional Light
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This creates a light source
coming from a given direction, generating constant intensity
parallel lighting. This light source type is mainly used to
simulate a global lighting as the sun does.
Note: you can click
anywhere in the geometry area to see the light symbol:
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Spot light |
Point light |
Directional light |
"Direction vector" represents the privileged
direction of illumination of the source for spot and directional
light sources. It is visualized by an arrow whose origin is the
anchoring point of the source.
"Anchoring point" is the position of the light
source and is represented by a small star. When the source is
characterized by a direction, the anchoring point coincides with
the origin of the arrow.
In the case of a spot or punctual light source, the anchoring point
physically localizes the source. In the case of a directional light
source, it can be used (with the target point) to define the
illumination direction. |
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To activate a light source, right-click
it in the specification tree then select the Light On check
box.
Inversely,
to deactivate a light source, right-click it in the specification
tree then clear the Light On check box.
Note: Light sources illuminating the
scene are said to be active (On). Otherwise, they are
inactive (Off) and do not cast any light. |
Due to OpenGL limitations, some
active lights may not be seen in the 3D window though they are
defined as being "active". In that case, a warning sign identifies
the light in the specification tree.
On most platforms, up to 8 lights can be seen at the same time,
however this number may be higher depending on the graphics card. |
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As
for cameras, you can interactively manipulate a light source:
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- the source point (1)
rotates the spot about its target point
- the target point (2)
rotates the spot about its source point
- the upper green manipulator translates and rotates the spot
about its target point
- the lower green manipulator translates and rotates the spot
about its source point.
Note: manipulators only apply to spot light
sources. |
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Right-click the light then
select Properties (or press Alt+Enter) to access
the Lighting tab in order to edit the lighting parameters.
The Properties dialog box can also be
accessed by clicking the light in the specification tree then
selecting Edit > Properties or Light object >
Definition: |
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The Type box lets you modify
the source type by selecting a new type from the list: Spot,
Point or Directional. |
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Use the Color slider or the
box to modify the light luminosity, then click the
button if you want to choose another color (the default color is white):
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You can enter a value comprised between 0 and 255 for any of
these boxes. The overall color of a light source is composed of
three independent colors: diffuse, ambient an specular. The values
of these colors are given in RGB mode or in HLS mode by three real
positive values:
- HLS (Hue, Saturation, Luminance) model is an intuitive, easy
to use tool for describing or
modifying a color
Hue is the "color" of the color. It is the name by which
the color is designated and is used to
define the desired color
Saturation is the intensity of the color. The higher the
number, the more intense the color.
It is used to tune the purity of the color
Luminance is the brightness of the color, i.e. the degree
to which the pure color is diluted by
white or black. The larger the number, the lighter the color. It
is used to adjust intensity.
- RGB (Red, Green, Blue) model is a more physical model. It is
based on the tri-stimulus theory
of the human perception system. This model is usually used to
define, with a high precision, the
three primary components of the color.
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Click OK to confirm and close the
Color dialog box.
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Define the light using the slider or the Intensity
box.
The intensity of a light source is the maximal
lightness value of three colors (ambient, diffuse and specular).
The light color will be computed by multiplying the
Red, Green and Blue values you defined in previous step by the
intensity value. Therefore, this parameter allows you to adjust the
luminosity of the light source, while preserving its chrominance
("color") component.
You can enter values comprised between 0 and 4: the
higher the value, the more saturated (i.e. the whiter) the light.
More precisely, as soon as the intensity value exceeds 1, the color
starts saturating. |
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The Falloff box lets
you define the light energy attenuation.
By default, the falloff is Linear and the
attenuation start ratio is set to 0 (i.e. the attenuation starts
from light origin).
You can choose between the following attenuations:
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None: no lighting end which means that
the light energy is constant and infinite. The cone limits,
however, are kept
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Linear: light energy decreases
linearly with a 1/r ratio ("r" = distance to light origin) and
stops at attenuation end. For instance, if the energy received at
a distance of 10 mm from the light origin will be equal to 1/10th
of the light energy at light origin
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Realistic: light energy decreases with
a 1/r2 ratio and becomes
negligible at attenuation end. A realistic falloff requires a
high value when distant objects are to be illuminated.
Note: directional lights do not disperse and therefore
have no falloff.
The following picture illustrates the three different types of
light energy attenuation: |
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The Lighting tab also lets you define:
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Use the Area tab
if you intend to create a area light source by defining the corresponding
light area: Rectangle, Disk, Sphere or
Cylinder. In that case, the Properties dialog box
slightly changes according the area you selected.
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Access the Shadows
tab then select the Ray Traced check box if you want to enable
shadow casting. When cleared, shadows are not calculated for this light
source.
Note: this check box is used for rendering
only. |
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Click the Position tab to
define the light source anchoring point and the point to which the source
is directed, respectively in the Origin and Target areas. You can define
this position in millimeters along the X, Y and Z axes.
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Note that you can click the Reset value
button at anytime to
reset the light source to the default position. |
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The Reference Axis area lets
you define the light source position relative to the model axis or to the
viewpoint according to the option you select:
- Model
By default, any light source you create is positioned relative to
the model and thus, moving the viewpoint moves the light source
along the model.
- Viewpoint
Attaching a light source to the viewpoint means that moving the
viewpoint only moves the model; the light source keeps the same
position in the window.
When a light source is attached to the viewpoint, it is
identified by an anchor symbol in the specification tree as shown
below for Light 1:
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Note that you
can also attach a light source to the viewpoint by right-clicking
it in the specification then selecting Attach to View.
Inversely, once a light source is attached to the viewpoint, you
can re-attach it to the model by clearing Attach to View.
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The
Feature Properties tab provides general information on the
currently selected light source, e.g. its name, its creation date,
etc. |
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Click OK to apply the parameters
to the light source.
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If you want to display the
light source viewpoint (to visualize the object as if you were positioned
behind the light source), right-click the light item in the specification
tree then select Light View:
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If you want to position
the light source along a perpendicular to the point you click on the
object.
To do so:
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right-click the light source item in the
specification tree (or the light symbol in the geometry area) and
select Position along Normal
then
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place your pointer over any point of the object
and click: the light source is positioned along the normal to the
selected point.
As long as the Position along Normal
command is active, you can hold down the left-mouse button and keep
on moving the cursor to find the best position
Note that instead of holding down then releasing the left-mouse
button, you can also click a point on the object to position the
light source then move your cursor over another point and click
again, etc. until you are satisfied with the result.
When satisfied with the result, deactivate
Position along Normal by selecting any other command in the
workbench or by pressing Esc. |
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You can also manipulate
the specular effect of your light source.
To do so:
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right-click the light source item in the
specification tree (or the light symbol in the geometry area) and
select Position Specular
then
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place your pointer over any point of the object
and click: the specular spot is positioned at the selected point.
As long as the Position Specular command
is active, you can hold down the left-mouse button and keep on
moving the cursor to find the best position for the specular spot.
Note that instead of holding down then releasing the left-mouse
button, you can also click a point on the object to position the
specular spot then move your cursor over another point and click
again, etc. until you are satisfied with the result.
When satisfied with the result, deactivate
Position Specular by selecting any other command in the
workbench or by pressing Esc. |
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You can position the
direction of the light source by right-clicking the light source in the
specification tree (or in the geometry area) then selecting Position
Direction.
This command lets you manipulate in a very precise
way your light source along predefined circles that are centered on
the light target.
When you click the icon, the light symbol is replaced with the
following symbol representing the light manipulator in 3D, the red
arrow representing the light direction (i.e. the target): |
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When you point at an arrow, a
predefined dotted circle is displayed like this: |
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If you drag your mouse along that
circle, the light source is rotated along its axis. Now if you
position your mouse over an arc, a predefined dotted circle also
appears.
If you drag your mouse along that circle, this changes the position
of the light origin along the selected arc: |
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Note that you can move the light
position step-by-step by pressing Ctrl then dragging
your mouse simultaneously.
By default, the light source is rotated 10 degrees by 10 degrees
but you can modify this value if needed via the
Direction dialog box. |
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You can also perform the following actions when right-clicking then
selecting one of these contextual commands:
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Edit Light Direction
This dialog box lets you edit the light direction, the rotation step
as well as the quick orientation:
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- Direction: the three spin boxes displayed let you define the
position of the direction vector along the X, Y and Z directions. The
direction vector represents the privileged direction of illumination of
the source and is visualized by the red arrow whose origin is the light
source origin.
As soon as you modify a value, the light source is updated
simultaneously in the geometry area.
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- Step-by-Step Rotation: this
area lets you define the rotation angle in degrees. The default value
is 10.00 but you can enter your own value if needed using the box.
When the rotation angle has been defined, click the desired button to
start rotating your light source about the corresponding axis by the
angle you specified.
For instance, clicking X+ means that the light source is
rotated by the specified angle positive (i.e. clockwise) about the X
axis whereas clicking -X rotates the light source by the
specified angle negative (i.e. anticlockwise) about the X axis:
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Starting
position: X |
New position: -X
Rotation = 45 degrees |
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Note that using these buttons amounts to manipulating the light
source directly in the geometry area by pressing Ctrl.
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- Quick Orientation: this area lets you position the light
source parallel to the absolute axis system.
For instance, clicking Y modifies the light origin in order
to position the light source parallel to the Y axis.
Inversely, clicking -Y inverts the position of the light
source along the Y axis:
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Quick
Orientation = Y |
Quick
Orientation = -Y |
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- Compass: this button lets you position the light source
according to the compass orientation.
When satisfied, click OK to validate your parameters.
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Edit Light Parameters
Selecting this command opens the Properties dialog box
(detailed above in this scenario) which lets you modify the light source
parameters as needed.
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Save Light Direction
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Selecting this command opens the following dialog box:
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Once you are satisfied with the position of your light source, click
Save to store the light position.
Each light position is saved under the following name: Direction.n,
for instance "Direction.1" for the first position, "n"
being incremented by one for each new position you save.
You can save as many positions as necessary but keep in mind that you are
not allowed to modify the position name.
When finished, click OK to validate.
If you want to use afterwards one of the light positions you saved,
just re-select Save Light Direction then double-click the
desired position: the light position is updated accordingly in the
geometry area.
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Rotation
The rotation commands let you rotate the light source around the
absolute axis system:
- by default, the Free Rotation contextual command is
activated and lets you rotate freely your light source around the X, Y
or Z axis using the two green manipulators
- if you activate the Rotate around X command, you can
rotate up or down your light source around the X axis only
- if you activate the Rotate around Y command, you can
rotate up or down your light source around the Y axis only
- if you activate the Rotate around Z command, you can
rotate up or down your light source around the Z axis only.
When you select the rotation around the X, Y or Z axis, the green
manipulators are hidden and only the light target is displayed:
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Lock Manipulator
When you point at one of the two green manipulators then right-click,
you can also lock the selected manipulator using the Lock
Manipulator contextual command. This command applies to the local X
and Y axes of the light source.
Locking a manipulator means that the rotation in the plane defined by the
selected manipulator is locked: the locked manipulator is hidden and you
can only move your light source around the unlocked axis of the light
source which means that the mouse moves only up or down.
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No manipulator is
locked |
One manipulator is
locked |
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To unlock the manipulator, right-click then select Lock
Manipulator again.
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Once a manipulator is locked, you can also click anywhere in the
geometry area then press the space bar to hide the manipulator symbol.
This is especially useful when working with big models because you can
still change the light position by pointing at the hidden manipulator (in
that case, the cursor shape changes) without being bothered by the
display of this manipulator on your model.
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This is illustrated by the example below in three steps (from left to
right):
- one manipulator is locked
- the cursor shape changes
- you can still drag the hidden manipulator to modify the light
direction
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To redisplay the manipulator, you just need to press the space bar
again.
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When satisfied with the direction position, press Esc to
exit the Position Direction command.
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The rendered image below illustrates the result you can obtain once
light sources have been defined:
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More about light sources
Light sources created in the Photo Studio workbench are supported in:
- reviews created using DMU Navigator. Refer to the "DMU Review"
section in the Version 5 - DMU Navigator User's Guide to for
detailed information
- presentations created using DMU
Navigator. Refer to the "DMU Presentation" section in the Version 5
- DMU Navigator User's Guide.
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