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注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
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Light Omni

Light Omni is a point source emitting light in all directions (360 degrees) and realistically reproducing shadow cast. This type of light serves to simulate light sources with bright center and equal roll-off of intensity. An example of such a light is an ordinary household lightbulb, uncovered and hanging from the ceiling. Light Omni proves useful for general lighting purposes in indoor scenes because of its nondirectional qualities.Light Omni是一个点光源,它在所有方向(360 度)发光,并真实地再现阴影投射。这种类型的光用于模拟中心明亮且强度均匀下降的光源。这种灯的一个例子是普通的家用灯泡,它是无遮盖的并且悬挂在天花板上。 Light Omni由于具有非定向性,因此被证明可用于室内场景中的常规照明。

Please note that as Light Omni uses cubemap modulation, the shadowing by this source requires 6 passes and can be expensive.请注意,由于Light Omni使用立方体贴图调制,因此此源进行的阴影需要6次通过,并且可能会很昂贵。

Light Omni has a variety of shapes and, therefore, can be used to create area lights, for example, realistic interior or street lights.Light Omni有多种形状因此,可用于创建区域照明,例如,现实的室内照明或路灯。

Example scene that uses Light Omni使用Light Omni的示例场景

See Also也可以看看#

Adding Light Omni添加Light Omni#

To add Light Omni, do the following:要添加Light Omni,请执行以下操作:

  1. On the Menu bar, click Create -> Light -> Omni在菜单栏上,单击Create -> Light -> Omni

  2. Place the light somewhere in the world.将灯光放置在世界上的某个地方。

Setting Light Omni Parameters设置Light Omni参数#

Parameters of Light Omni can be adjusted on the Node tab of the Parameters window. Both common parameters and the parameters specific for the Light Omni source are available. The specific ones are described below.可以在Parameters窗口的Node选项卡上调整Light Omni的参数。两个都常用参数以及专用于Light Omni源的参数。具体描述如下。

Light Settings灯光设置#

Mode

The type of texture used to define light's distribution:用于定义灯光分布的纹理类型:

  • IES — light distibution is defined by the IES profile, a lighting industry standard of describing how the light is cast based on real-world measured light fixtures.IES —灯光分布由IES配置文件定义,IES配置文件是一种照明行业标准,用于描述基于实际测量的灯具来投射光线的方式。

    Light Omni sources without and with IES profile没有IES配置文件的Light Omni
  • Simple — a cubemap texture is projected by Light Omni. Such modulations allow you to re-light the affected scene area in a new way at the same performance cost, create variegated light scattering patterns and, for example, imitate several light sources.Simple —由Light Omni投影一个立方体贴图纹理。这样的调制使您可以以相同的性能成本以新的方式重新照明受影响的场景区域,创建杂色的光散射图案,例如,模拟多个光源。

    Cubemap texture立方体贴图纹理

    Modulation by texture通过纹理调制
Texture A cubemap or IES texture projected by Light Omni.Light Omni投影的立方体贴图或IES纹理。

Shadow Settings阴影设置#

Enabled Toggles rendering of shadows produced by this light source on and off.切换此光源产生的阴影的渲染打开和关闭。
Shadow Side Enabled Light Omni makes shadows to be cast to the six cubemap sides. By default, shadows are cast in all directions: positive and negative X axis, positive and negative Y axis, and positive and negative Z axis. Any direction can be disabled, if necessary.Light Omni使阴影投射到六个立方体贴图侧。默认情况下,阴影向所有方向投射:正X轴和负X轴,正Y轴和负Y轴以及正Z轴和负Z轴。如有必要,可以禁用任何方向。
最新更新: 2023-12-19
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