9
Isotropic Light Distribution (Photometric Lights) 1323
usedasalensshaderorvolumeshader. When
used as a lens shader, the aerial perspective “mist”
applies to primary rays only; it doesn’t appear
in reflections. When used as a volume shader,
it applies to the entire scene and every ray in it,
including reflections and refraction.
V isibility Distance—Aerial Perspective is a term
used by painters to convey how distant objects are
perceived as hazier and tinted towards the blue
end of the spectrum. mr Sky emulates this with
the Visibilty Dist ance p arameter. When nonzero,
it defines t he “10% distance” , th at is, the distance
at which approximately 10% of haze is visible at
a Haze level of 0.0.
Is otropic Li ght Di str ibuti on
(Photometr ic Lights)
Create panel > Lights > Photometric Lig hts > Click Target
Point or Free Point. > Intensity/Color/Distribution rollout
> Choose Isotropic in Distribution list. > Click in viewpor t
to create light.
An Isotropic light distributes the light equally in
all directions.
Isotropic light distribution
Icon for Target Point light with isotropic distribution
See also
Lights (page 2–1272)
Target Point Light (Photometric) (page 2–1303)
Free Point Light (Photometric) (page 2–1304)
Intensity/Color/Distribution Rollout (page 2–1352)
Procedure
To create a light with an I sotropic distr ibution:
1.
OntheCreatepanel,clickLights.
2. Choose Photometric from the drop-down list.
(The default is Standard.)
3. In the Object Type rollout, select Free Point.
4. In the Intensity/Color/Distribution rollout,
select Isotropic from the D istribution list.
5. Click in a viewport to position the light.
The light is now part of the scene.
6. Set the creation parameters.
You can use the Move tr ansform to adjust the
light.
Yo u c a n a l s o u s e t h e Place Highlight (page
1–467) command to change a light’s position.
Dif fus e Di str ibut ion (Photometr ic
Lights)
Create panel > Lights
> Pho tome tric Lights > Click
Target Linear, Free Linear, Target Area, or Free Area. >
Intensity/Color/Distribution rollout > Choose Diffuse in
Distributio n list.
> Click in viewport to create light.
Diffuse distribution emits light from a surface.
Lightthatleavesthesurfaceatarightangleis