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Spotlights are a very useful type of light source. They can be used to add
highlights and illuminate features much as a photographer uses spots to do
the same thing. To create a spotlight simply add the spotlight
keyword to a regular point light. There are a few more parameters with
spotlights than with pointlights. These are radius
,
falloff
, tightness
and point_at
. The radius
parameter
is the angle of the fully illuminated cone. The falloff
parameter is the
angle of the umbra cone where the light falls off to darkness. The tightness
is a parameter that determines the rate of the light falloff. The point_at
parameter is just what it says, the location where the spotlight is pointing to.
Let's change the light in our scene as follows:
light_source { <0, 10, -3> color White spotlight radius 15 falloff 20 tightness 10 point_at <0, 0, 0> }
We render this at 200x150 -A
and see that only the objects
are illuminated. The rest of the plane and the outer portions of the objects
are now unlit. There is a broad falloff area but the shadows are still razor
sharp. Let's try fiddling with some of these parameters to see what they
do. We change the falloff value to 16 (it must always be larger than the
radius value) and render again. Now the falloff is very narrow and the
objects are either brightly lit or in total darkness. Now we change falloff
back to 20 and change the tightness value to 100 (higher is tighter) and
render again. The spotlight appears to have gotten much smaller but what has
really happened is that the falloff has become so steep that the radius
actually appears smaller.
We decide that a tightness value of 10 (the default) and a falloff value of 18 are best for this spotlight and we now want to put a few spots around the scene for effect. Let's place a slightly narrower blue and a red one in addition to the white one we already have:
light_source { <10, 10, -1> color Red spotlight radius 12 falloff 14 tightness 10 point_at <2, 0, 0> } light_source { <-12, 10, -1> color Blue spotlight radius 12 falloff 14 tightness 10 point_at <-2, 0, 0> }
Rendering this we see that the scene now has a wonderfully mysterious air to it. The three spotlights all converge on the objects making them blue on one side and red on the other with enough white in the middle to provide a balance.
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