Lights help you draw the viewer's attention to an element in the work area.
If an ambience is inserted in your scene, editing the ambience reference opens
Ambience Studio that lets you use the Light Sources panel to create and manage
light sources.
In the Light Sources panel, the Light Sources area lets you create
and manage different types of lights.
Icon
Command
Description
Create Light
Lets you create a new light.
Spot Light
Creates a more realistic conical light.
Point Light
Creates a light situated at a given point and
emits light isotropically with a more realistic aspect.
Directional Light
Creates a light coming from a given direction. It
generates constant intensity parallel lighting with a more realistic
aspect.
Photometric Light
Creates a conical light with a more realistic aspect. The light
intensity is measured according to the light direction and it is
stored by the manufacturer in an IES (Illuminating Engineering
Society) or EULUMDAT file.
To do so, use the Search
box to search for a photometric file.
Rectangle Area Light
Creates an area light with a rectangular shape.
This light type simulates a rectangular spot light.
Disk Area Light
Create an area light that tunes the lighting of
each object individually.
This light type simulates a spot light.
Sphere Area Light
Create a spherical area light.
This light type
simulates a light bulb in a softer and more realistic way than
the point light does.
Cylinder Area Light
Create a cylindrical area light.
This light
type simulates a neon light.
Duplicate Light
Duplicates the current light.
Show Representation
Hides or shows the light symbol in the 3D area.
Note that this does not deactivate the light.
Delete
Deletes the selected light.
N/A
Active
Select or clear the check box to activate or
deactivate the light.
Light Types
You can create physical and nonphysical lights.
Light sources created in Rendering Scene Design are supported in:
Reviews created using Design Synthesis. For more information, see Design Synthesis: Managing Reviews.
Presentations created using Design Synthesis. For more information, see Design Synthesis: Managing Slides.
The following nonphysical lights are available:
Icon
Command
Description
Use
Create Spot Light
Creates a light with a conical shape and emits the light
isotropically inside a cone of influence.
This cone is 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.
Simulates a spot light to tune the lighting of each object individually.
Create Point Light
Creates a light situated at a given point and emits light
isotropically.
Simulates a light bulb.
Create
Directional Light
Creates a light that comes from a given direction.
It
generates constant intensity parallel lighting.
Simulates a global lighting (the sun light, for example).
Create Rectangle Area Light
Creates an area light with a rectangular shape.
Simulates a rectangular spot light.
Create Disk Area Light
Create an area light that tunes the lighting of each object
individually.
Simulates a spot light.
Create Sphere Area Light
Create a spherical area light.
Simulates a light bulb in a softer and more realistic way than
the point light does.
Create Cylinder Area Light
Create a cylindrical area light.
Simulates a neon light.
In addition to the Light Sources panel, the
following physical lights are available from the action bar.
Icon
Command
Description
Create Physical Spot Light
Creates a more realistic conical light.
Create Physical Point Light
Creates a light situated at a given point and emits light
isotropically with a more realistic aspect.
Create Physical Sun Light
Creates a light coming from a given direction. It generates
constant intensity parallel lighting with a more realistic
aspect.
Create Photometric Light
Creates a conical light with a more realistic aspect.
Switch between Light Types
In the Light Sources panel, you can right-click a
light symbol in the Light Sources area, and then use the appropriate command to
change the light type.
Change to Spot Light
Change to Point Light
Change to Photometric Light
Change to Rectangle Light
Change to Disk Light
Change to Sphere Light
Change to Cylinder Light
Light Symbols
Light symbols help you define the position of a created light.
When you click in the 3D area,
you can see the following light symbols:
Spot
Point
Directional
Rectangle Area
Disk Area
Sphere Area
Cylinder Area
Photometric
Physical Sun
The direction vector represents the privileged direction of illumination of the
source for spot and directional lights. It is visualized by an arrow whose origin is
the anchoring point of the source.
The anchoring point is the position of the light. It 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, the anchoring
point physically localizes the source. In the case of a directional light, you can
use it to define the illumination direction.
Light Manipulation
When you create a light, it is displayed in the 3D area
with a source and target point, and handles that help you manipulate the light.
After creating a light, it is displayed in the 3D area:
The source point rotates the spot around its target point.
The target point rotates the spot around its source point.
The upper green handle translates and rotates the spot around its target
point.
The lower green handle translates and rotates the spot around its source
point. It also lets you modify the attenuation end.
The green arrows let you modify the angle and the attenuation.
Parameter
In the Light Sources panel, the Parameter area lets you define
color and intensity for the physical and nonphysical lights in your scene.
Nonphysical Lights
Option
Description
Color
Sets a color for the light spread.
Drag the slider, or click the white square to open
the color
chooser.
Multiplier
Sets a multiplier coefficient.
Physical Lights
In the Light Sources panel, the Parameter area lets you define
color and intensity for the physical lights in your scene. You can also use light
presets.
Option
Description
Color
Sets a color for the light spread. By default,
it is white.
You can choose between two values:
Temperature (default)
Drag the slider, or enter the appropriate value in the box.
RGB
Drag the slider, or click the white square to
open the color
chooser.
Presets
Available only when you select Temperature to
define the color.
When you choose a preset in the list, the
temperature value of the light is accordingly
adjusted.
If you modify the temperature value
afterward, the default value in the list is automatically
back to Custom (which is the
default).
Intensity
Sets the intensity of the light in Lumen (lm)
or Candela (cd).
The default is
Lumen (lm).
Presets
The available presets are based on standard light bulbs.
Low Pressure Sodium
Candle
High Pressure Sodium
Soft White Incandescent
Standard Incandescent
Halogen
Cool White Fluorescent
Mercury Vapor
Shape
Nonphysical Lights
In the Light Sources panel, the Shape area lets you define angle
and attenuation values for the nonphysical lights in your scene.
Option
Description
Angle
Enables you to define the half-angle of the cone, that is the angle between the axis of revolution and the cone edge (for spot light sources only). The angle is a value between 0 and 90 degrees. This means that a value of 90 degrees would generate a light source equivalent to a punctual light source.
Attenuation
None: no lighting end, which means that the light energy is constant and
infinite.
Linear: the light energy decreases linearly with a 1/r ratio ("r" =
distance to the light origin) and stops at the
attenuation end. For instance, if the energy
received at a distance of 10 mm from the light
origin is equal to 1/10th of the light energy at
the light origin.
Start Ratio
Defines as a ratio the minimum distance for light attenuation. For example:
0 corresponds to an attenuation starting from the center.
0.5 corresponds to an attenuation starting from the middle.
1 corresponds to an attenuation starting from the end, that is a null attenuation.
Angle Ratio
Defines as a fraction of the light angle the angle to the light axis from
which the light starts to attenuate. For example:
0 corresponds to an attenuation starting from the axis.
0.5 corresponds to an attenuation starting from the half-angle.
1 corresponds to an attenuation starting from the end, that is a null
attenuation.
Tip:
You can also position your pointer over one of the side lines,
then drag the segment to modify the angle ratio.
Exponent
Simulates the angular attenuation of a spot light intensity from the inner
cone to the external cone. By this it means, the exponent parameter controls the
slope of the intensity angular attenuation between the external cone defined by the
spot angle and the inner cone defined by the angle ratio according to the following
formula: cos(angle)Exponent. Its value range is [0-128].
Physical Lights
In the Light Sources panel, the Shape area lets you
define shape dimensions for the physical lights in your scene.
Option
Description
For
Length/
Width
Defines the rectangle dimensions.
Angle
Enables you to define the half-angle of the cone, that is the
angle between the axis of revolution and the cone edge (for spot
light sources only).
The angle is a value between 0 and 90
degrees. This means that a value of 90 degrees would
generate a light source equivalent to a punctual light
source.
Radius
Defines the radius size.
Height
Defines the cylinder's height.
Position
In the Light Sources panel, the Position area lets you define
some position parameters for the lights in your scene.
Option
Description
Position
Defines the light position along the X, Y, and Z
axes.
Target
Defines the point to which the source is directed.
Direction
Defines the position of the direction vector along the X, Y, and Z
directions.
Displays the light viewpoint.
Adjusts the light when the viewpoint is modified.
Attaches the light to the model or to the
viewpoint.
When you move the viewpoint, you move the light along
the model.
Positions the light along a perpendicular to the point you click the
object in the work area.
To position the light,
left-click + move the pointer.
Tunes the specular effect and analyzes surfaces.
To position the
light, left-click + move the pointer.
Positions the light direction and manipulates the light along
predefined circles that are centered on the light target.
To move
the light position step-by-step, press
Ctrl + drag the pointer.
Artistic Parameter
The Artistic Parameter area lets you activate realtime shadows.
Option
Description
Realtime Shadow
Lets you activate or deactivate real-time shadows of lights.
Light Context Menu
This context menu provides several options to view and position
the selected light.
To display this context menu, right-click the light in the tree or in the 3D area.
The following options are available:
Icon
Command
Description
N/A
Light object > Hide/Show
Representation
Hides or shows the light symbol in the 3D area.
This does not deactivate
the light.
Light View
Displays the light viewpoint.
Update from View
Adjusts the light when the viewpoint is modified.
Attach/Detach to
View
Attaches the light to the model or to the viewpoint.
When you
move the viewpoint, you move the light along the model.
Position along
Normal
Positions the light along a perpendicular to the point you click the object in the work area.
To position the light,
left-click + move the pointer.
Position
Specular
Tunes the specular effect and analyzes surfaces.
To position the light, left-click
+ move the pointer.
Position
Direction
Positions the light direction and manipulates the light along predefined circles that
are centered on the light target.
To move the light position
step-by-step, press Ctrl + drag the
pointer.