Reference Guide
Reference Guide
Reference Guide
|
Used to control settings for Ambient, Flashbulb, and Solar lighting. For Solar lighting, you can define the direction of North, as well as turn on Add Sky Light to all Solar and Distant Lights, and Approximate Ground Reflection for Sky Light, to simulate lighting from the sky and reflected light from the ground, respectively. Opens when Settings > Rendering > Global Lighting is chosen, when Global Lighting is selected, in the Rendering Tools tool box, or when Global is clicked in the Define Light tool dialog box.
Global Lighting dialog box | |
Global Lighting dialog box, fully expanded | |
If on, enables controls for setting the intensity and color of ambient lighting in a rendered view.
If on, enables controls for setting the intensity and color of the view flashbulb.
If on, solar lighting is on and the controls for solar lighting are enabled. You can specify intensity and color for the solar lighting. Clicking the Show Solar Settings button, at the left, expands the Solar group box to display more solar lighting settings, including a setting that determines whether or not solar shadows are cast in Phong or Ray Traced rendered images. Other settings let you position the sun in the “sky,” specify the Location of the model, and set the Time.
For Solar shadows to be cast in a Phong rendered image, Shadows, which is set in the View Attributes dialog box, must also be on. |
If the Altitude Angle defines the sun to be below the horizon, then the Color button turn black and “Color” is replaced with “No Sun...”. |
If on, shadows are cast by the Solar lighting.
(Phong rendering only) Sets the resolution of the shadow map generated for the solar light, in a Phong rendered view. The lower the value, the less resolute the solar shadows will be, and processing time will be reduced.
Used to define the direction of North in the design by keying in a value that specifies the angle, in degrees, from the X-axis.
You can use the DEFINE NORTH key-in, also, which lets you define North relative to a known direction between two points. |
Used to define the direction of North in the design, graphically, by entering two data points.
Specifies the direction vector from the solar light.
If on, the position of the solar light is determined by Vector (X, Y, Z) values or by Azimuth Angle and Altitude Angle.
If off, the position of the solar light is determined by Location and Time settings.
Sets the azimuth direction of the solar light (from 0–360°).
Disabled (dimmed) if Lock is off.
Sets the angle of the Sun above/below the horizon. If the angle defines the sun to be below the horizon, then no light is provided by the Sun, in the rendered image.
Disabled (dimmed) if Lock is off.
If on, adds atmospheric lighting from the sky. The Color button to the right sets the color of the Sky Light. Clicking the Show Sky Settings button at the left expands the dialog box to display more settings.
If on, shadows are generated for the added sky lighting.
If on, sky samples are taken in a non-uniform manner, to create a softer image.
Sets the cloudiness of the sky. Can vary from Clear (0) to Cloudy (1).
Sets the purity of the air. Can vary from Perfectly Clean (1) to heavily polluted (9). An option menu provides commonly used settings: Perfectly Clean, Dry Mountain, Rural, Urban, Industrial. When you key in a value that does not coincide with any of the option menu values, Custom appears on the option menu.
Sets the precision of the sky hemisphere. Higher values more accurately simulate sky lighting, but processing time increases.
Used to create an approximation of all sun and sky light reflected by the ground. If on, enables its Color button, which lets you define the color for the ground reflection. Typically, this setting would be used where a model has been created without any ground geometry. If you have ground geometry in the design, it would be between any ground approximation and the model. It would cast shadows and/or reflect its own light.
Sets the color of the ground you want to simulate, and the scale factor that represents how much light would be reflected. The default is 0.05 (5%), which is reasonable for grass, for example, but you would want to raise it for highly reflective surfaces like snow.