Window Light
1. General Description
Window Light is a solution to simulate the diffuse light in the rooms
which is generated by the incoming sunlight.
The final intensity of the light depends on the following values:
- the size of the window
- the angle between the sun azimuth and the direction of the window
- the intensity given by the user
The following pictures show the rendering output without and with Window Lights set.
2. Parameters
The input parameters of this object are:
| Hide |
Name |
Type |
Default |
Effects |
Description |
|
A |
Length |
1 |
2D / 3D |
Width of the window |
|
B |
Length |
1 |
3D |
Height of the window |
|
C |
Boolean |
1 |
3D |
Switch the light source on / off |
|
D |
RGB |
0.7333 |
3D |
Red color component |
|
E |
RGB |
0.8235 |
3D |
Green color component |
|
F |
RGB |
1.0 |
3D |
Blue color component |
|
G |
Intensity |
50 |
3D |
Intensity of the Window Light |
 |
ZZYZX |
Length |
1 |
- |
Not used |
|
AC_show2DHotspotsIn3D |
Boolean |
0 |
- |
Not used |
|
gs_lwa_light_res |
Integer |
0 |
3D |
The number of light sources. Available values: 0 - 5 |
|
gs_lwa_cast_shadows |
Boolean |
1 |
3D |
Shadows casting on/off |
|
gs_lwa_soft_shadows |
Boolean |
1 |
3D |
Shadow softness on/off |
|
gs_lwa_shadow_quality |
Integer |
3 |
3D |
Quality of shadows. Available values: 0 - 5 |
|
gs_lwa_rotateangle |
Angle |
0 |
2D / 3D |
Rotation angle around the X axle.
It can be used for skylights in roofs. Available values: [-90; 90] |
|
gs_lwa_set_sun_position |
Boolean |
0 |
2D / 3D |
Set Sun Position Manually |
|
gs_lwa_sun_azimuth |
Angle |
0 |
2D / 3D |
Sun Azimuth - If gs_lwa_set_sun_position = 0 then this parameter use the GLOB_SUN_AZIMUTH global. |
|
gs_lwa_sun_altitude |
Angle |
-1 |
3D |
Sun Altitude - If gs_lwa_set_sun_position = 0 then this parameter use the GLOB_SUN_ALTITUDE global. |
|
gs_cont_pen |
Pen |
10 |
2D / 3D |
Object contour pen |
|
gs_lwa_intensity |
Length |
0.5 |
2D / 3D |
Internal parameter for the hotspot editing of the Intesity |
|
gs_lwa_halfwidth |
Length |
0.5 |
2D / 3D |
Internal parameter for the hotspot editing of the window width |
|
gs_lwa_projected_height |
Length |
1.0 |
2D |
Internal parameter for the hotspot editing of the window height
in case of gs_lwa_rotateangle <> 0 |
Light Resolution
This parameter is used to specify the number of light sources generated in the area of the window.
Available values are:
| 0 |
Only one light source is generated in the middle of the window |
| 1 - 5 |
One or more light sources are generated depending on the surface
of the window and the intensity of light |
It is worthwhile to set this parameter at least to 1 if the side ratio of the window exceeds 1:2.
For larger window sizes (eg. surface greather than 5 m²) it is worthwhile to set it to 2 or higher.
Note that using larger values can decrease the amount of overexposed areas.
| gs_lwa_light_res = 0 |
gs_lwa_light_res = 1 |
 |
 |
Shadow Casting
This parameter sets shadow casting of the Window Light on / off.
| gs_lwa_cast_shadows = 0 |
gs_lwa_cast_shadows = 1 |
 |
 |
Soft and Hard Shadows
This parameter is used to specify whether hard-edged
shadows or soft-edged shadows should be created.
| gs_lwa_soft_shadows = 0 |
gs_lwa_soft_shadows = 1 |
 |
 |
Shadow Quality
It defines the quality of the soft shadows casted by the Window Light.
Available values are integer numbers with the range [0 - 5]. The default is 3.
It maps the following LightWorks® shader arguments:
- LWA_LIgsspot_shadowresol - it is mapped to the range 128 - 4096 exponentially
- LWA_LIgsspot_shadowquality - it is mapped to the range 4 - 9 linearly
| gs_lwa_shadow_quality = 1 |
gs_lwa_shadow_quality = 3 |
 |
 |
3. Usage
-
Place the light in front of the window's glass and rotate it to face inwards.
The direction of the light is represented by an arrow both in 2D and 3D.
-
Set up the "Width of the Window" and the "Height of the Window" parameters according to the
related window. You can do it with 2D/3D hotspot editing too.
-
The light intensity will be calculated by the object from these input parameters
but you can modify it manually with the lamp intensity parameter. It is 50% by default.
You can also adjust it with 2D/3D hotspot editing.
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