This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Light Projected

Light Projected is a light source that casts light from a single point forming a focused beam aimed in a specific direction. This type of light is visualized in a form of a pyramid. Due to its form, it is versatile and can be conveniently used to simulate the numerous light emitting sources: for example, car headlights, flash light, or street lamps.Light Projected是一个光源,该光源从单个点投射光线,从而形成聚焦在特定方向的聚焦光束。这种类型的光以金字塔的形式可视化。由于其形式,它是通用的,可以方便地用于模拟多种发光源:例如汽车前灯,闪光灯或路灯。

Light Projected can produce shadows of accurate perspective projection. They require only a single rendering pass and are performance-cheap if compared to World Light and Omni Light.Light Projected可以产生精确透视投影的阴影。与World LightOmni Light相比,它们仅需要一次渲染通道,并且性能低廉。

As the Light Projected can have different shapes, it can be used to create area lights.由于Light Projected可以有不同的形状,可用于创建区域照明

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

See Also
也可以看看#

Adding Projected Light
添加投射光#

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

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

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

Setting Projected Light Parameters
设置投影光参数#

Parameters of Light Projected can be adjusted in the Node tab of the Parameters window. It contains both the common parameters and the parameters specific for Light Projected source. The specific ones are described below.可以在Parameters窗口的Node选项卡中调整Light Projected的参数。它既包含常用参数以及特定于Light Projected源的参数。具体描述如下。

Light Settings
灯光设置#

Field of view

A field of view of Light Projected. This parameter defines the angle of the light clipping in range from 1 (only a very narrow segment is illuminated) to 175 degrees (the whole hemisphere is lit).Light Projected的视场。此参数在1(仅照亮非常狭窄的部分)到175度(照亮整个半球)的范围内定义了削光的角度。

Field of view = 20
Field of view = 65
Field of view = 90
Mode

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

  • 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 Projected without and with IES profile不带IES配置文件的Light Projected
  • Simple — an arbitrary 2D texture is projected onto the scene. All the surfaces receiving the formed light pattern are redrawn in additional rendering pass, this is required because of manipulations with texture matrix.Simple —将任意2D纹理投影到场景上。所有接收到已形成光图案的表面都将在其他渲染过程中重新绘制,这是必需的,因为需要使用纹理矩阵进行操作。

    1st texture projected投影第一个纹理
    2nd texture projected投影第二纹理
Texture A simple or IES texture projected by Light Projected.Light Projected投射的简单或IES纹理。
Relative to FOV

The IES texture rendering mode:IES纹理渲染模式:

  • Disabled — the unchanged IES texture is clipped by the light source's Field of View.禁用-不变的IES纹理被光源的视场
  • Enabled — the IES texture is scaled to fit within the light source's Field of View.启用-IES纹理被缩放以适合光源的“视场”。

Attenuation Settings
衰减设定#

Penumbra

A light penumbra is used to simulate edge gradual falloff. This parameter determines how fast the intensity decreases from the center of spot to the non-illuminated areas border.淡半影用于模拟边缘逐渐衰减。此参数确定强度从光点中心到非照明区域边界的降低速度。

  • If the attenuation power is set to 0 or close to it, the edge between illuminated and non-illuminated areas will be sharp.如果将衰减功率设置为0或接近0,则照明区域和非照明区域之间的边缘将很锐利。
  • Increasing the value up will render softly dispersed light at the non-illuminated areas border.增大该值将在非照明区域边界处呈现柔和分散的光线。
Penumbra = 0
Penumbra power = 1
Penumbra power = 5
最新更新: 2024-12-13
Build: ()