![]() |
Architectural Lighting Simulation Software | ||
Rayfront User Manual | |||
Luminous Material TypesLight is the material for self-luminous surfaces. Luminous material can be applied to the geometry elements sources, spheres, discs (rings with zero inner radius), cylinders (provided they are long enough) and polygons. Polygons. work best when they are rectangular. Cones can't be used als luminous surfaces. A pattern can be used to specify the light distribution. Note that the luminaires imported from IES, Eulumdat or CIBSE TM14 data files use this mechanism internally. If you have distribution data to your light source, then you should use this import function instead of trying to reach the same effect with one of the light materials and a pattern yourself. There are four different luminous material types. You can switch between those and edit their specific settings within the same dialog. Common Settings
Color:
Radiance:
Type Settings LightThe basic light subtype doesn't use any special parameters.
IllumIllum is used for secondary light sources with broad distributions.
Viewed Material:
GlowGlow is for light sources that are limited in their effect.
Maximum Radius:
SpotlightA spotlight is limited in its directional output.
Opening Angle:
Direction Vector:
Navigation:
| |||||||||
|
|
|
|
| |||
|
http://www.schorsch.com/rayfront/manual/lightdef.html Copyright © 1998-2003 Georg Mischler. All rights reserved. |