Bluefish444 Create3D Bedienungsanleitung Seite 36

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diffuse R, G, B:
the diffuse color of the light given as 8-bit RGB numbers
specular R, G, B:
the specular color of the light given as 8-bit RGB numbers
constant attenuation
the constant decrease of light intensity in proportion to the increase of distance
linear
linear decrease of light intensity in proportion to the increase of distance
quadratic
quadratic decrease of light intensity in proportion to the increase of distance
spotlight cutoff:
if the type of light is spot, cutoff gives the central angle of the light beam in degrees.
distribution:
if the type of light is spot, this gives the distribution of light.
active:
you can switch the light on and off by checking or unchecking this box.
Per pixel:
if switched on, the effects of the light will be calculated on every pixel of the screen and
not just at the smallest element of the model, the vertex. Makes the output a lot more
realistic but consumes a lot of GPU power. Use with caution.
Shadow:
Only spotlights can cast shadows. The type of shadows Nemo renders is called shadow
maps, and it involves rendering the scene from the point of view of the light itself. You
can check how the view from the light looks like by clicking on the 'D' button. The light
view will be shown in the Preview window in gray colours because shadow maps do not
contain colours, only depth values.
shadow softness:
You can set how soft the edges of the shadows look by adjusting this value. The
minimum value is 1 (hard edged shadow), the maximum is 12, which in most cases will
be to soft.
depth offset:
In order to avoid a problem that can happen with self-shadowing using shadow maps,
you can add a little offset to the depth values calculated for the shadow maps.
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