Lighting
is an option for Graphics3D and related functions that specifies what simulated lighting to use in coloring 3D surfaces.
Details
- The following settings can be given:
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Automatic default lighting schemes None no lighting "light" named lighting {s1,s2,…} light sources s1, s2, … - Possible named lighting settings "light" include:
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"Standard" colored light sources in default positions "Neutral" white light sources in default positions "Accent" a directional white light source in default direction "ThreePoint" three directional white light sources in default directions - Each light source si can be of the following forms:
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AmbientLight uniform ambient light DirectionalLight directional light PointLight spherical point light SpotLight spotlight - Lighting{s1,…} combines the light sources si with any inherited light sources. To prevent combining with inherited light sources, use Lighting{None, s1,…}.
- Lighting->Automatic uses ambient light together with four light sources fixed relative to the final displayed image.
- Lighting can be specified separately for particular objects in Graphics3D by giving a style option Style[obj,Lighting->spec].
Examples
open allclose allBasic Examples (4)
Scope (24)
Lighting Specification (18)
Default lighting on a white surface:
Default lighting when ColorFunction is specified:
No lighting means diffuse or specular colors will not be visible:
Using Glow specifies pure color without interaction with lights:
Ambient light is uniformly applied to all the surfaces in the scene:
Ambient light gives overall lighting on the scene:
Directional light is specified by a color and a vector defined by two points:
Directional lights with different colors:
Directional lights with different directions:
Directional lights on a specular surface:
Specify a spherical point light source by a color and a position:
Point lights with different colors:
Point lights at various positions:
Point lights on specular surfaces:
Specify spotlight by position, target position, and half-angle:
Spotlights with different colors:
Spotlights from different positions:
Lighting Positions (3)
Specify the light source position in the graphics coordinate system by default:
The light source moves with the graphic when the view point changes:
Specify the light position by a fraction of the graphics coordinates using Scaled:
The light source moves with the graphic when the view point changes:
Specify the light position in the view coordinate system using ImageScaled:
The light source position is always fixed relative to the view point:
Lighting Attenuation (3)
By default, point lights are not affected by the distance from an object:
Specify a point light that attenuates with respect to the distance:
Specify a point light that attenuates by the square of the distance:
By default, spotlights fall off sharply outside the cone:
Spotlights with different spot exponent has intensity :
Spotlight without attenuation:
Generalizations & Extensions (8)
The colored lighting is equivalent to the following explicit setting:
The accent lighting is equivalent to the following explicit setting:
The neutral lighting is equivalent to the following explicit setting:
Predefined three-point lighting:
The three-point lighting is equivalent to the following explicit setting:
Specify lighting for each object:
Specify lighting within the graphics:
If not specified, the target direction is given toward the center of the objects:
Specify diffuse and specular colors separately for both objects and lights:
Applications (3)
Properties & Relations (8)
Surface color and lighting interact with each other:
Diffuse object and lighting colors can be exchanged and produce the same effect:
Specular object and lighting colors can be exchanged and produce the same effect:
Specularity gives mirror-like reflection:
The final color is a linear combination of all the surface colors as well as lighting:
Directional light yields rays parallel to the specified direction:
Point light yields rays toward all the directions from the position:
A spotlight emits conic rays toward the specified direction:
Possible Issues (5)
The default lighting may not be suitable for light surface colors:
Neutral lighting can be used to reflect surface colors more naturally:
If a color function is given to a plot, then neutral lighting is used automatically:
Restore the default colored lighting:
Flat surfaces may show little or no reflection:
A spotlight on a sphere may display a jagged boundary:
Increasing the spot exponent may reduce the effect:
Inline Lighting directives specifying light sources add those sources to any inherited specification:
Set LightingNone on the graphic to override the default LightingAutomatic setting:
Similarly, a sequence of Lighting{s1,…} specifications cumulatively adds the lights together:
Use list braces to ensure the lighting specification does not leak into subsequent specifications:
Text
Wolfram Research (1988), Lighting, Wolfram Language function, https://reference.wolfram.com/language/ref/Lighting.html (updated 2021).
CMS
Wolfram Language. 1988. "Lighting." Wolfram Language & System Documentation Center. Wolfram Research. Last Modified 2021. https://reference.wolfram.com/language/ref/Lighting.html.
APA
Wolfram Language. (1988). Lighting. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/Lighting.html