Lighting Type
An object to set the Lighting of a 3D Scene
Constructors
Constructor | Description |
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Static members
Static member | Description |
Full Usage:
Lighting.init (?Ambient, ?Diffuse, ?FaceNormalEpsilon, ?Fresnel, ?Roughness, ?Specular, ?VertexNormalEpsilon)
Parameters:
float
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Ambient light increases overall color visibility but can wash out the image.
?Diffuse : float
-
Represents the extent that incident rays are reflected in a range of angles.
?FaceNormalEpsilon : float
-
Epsilon for face normals calculation avoids math issues arising from degenerate geometry.
?Fresnel : float
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Represents the reflectance as a dependency of the viewing angle; e.g. paper is reflective when viewing it from the edge of the paper (almost 90 degrees), causing shine.
?Roughness : float
-
Alters specular reflection; the rougher the surface, the wider and less contrasty the shine.
?Specular : float
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Represents the level that incident rays are reflected in a single direction, causing shine.
?VertexNormalEpsilon : float
-
Epsilon for vertex normals calculation avoids math issues arising from degenerate geometry.
Returns: Lighting
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Full Usage:
Lighting.style (?Ambient, ?Diffuse, ?FaceNormalEpsilon, ?Fresnel, ?Roughness, ?Specular, ?VertexNormalEpsilon)
Parameters:
float
-
Ambient light increases overall color visibility but can wash out the image.
?Diffuse : float
-
Represents the extent that incident rays are reflected in a range of angles.
?FaceNormalEpsilon : float
-
Epsilon for face normals calculation avoids math issues arising from degenerate geometry.
?Fresnel : float
-
Represents the reflectance as a dependency of the viewing angle; e.g. paper is reflective when viewing it from the edge of the paper (almost 90 degrees), causing shine.
?Roughness : float
-
Alters specular reflection; the rougher the surface, the wider and less contrasty the shine.
?Specular : float
-
Represents the level that incident rays are reflected in a single direction, causing shine.
?VertexNormalEpsilon : float
-
Epsilon for vertex normals calculation avoids math issues arising from degenerate geometry.
Returns: Lighting -> Lighting
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