(release 1.4)
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To illuminate the object in the scene, you can use two kinds of light - spot and directional. You can set in the scene for more than one light, but remember that in the case of complex scenes (many triangles) bigger number of lights will visibly impact the efficiency. Until you add any light to the scene, the program sets the default spot light in the observer position.

Point Light

Spot light emits rays in all directions, starting from the place where the emitter is located. For this type of light, illumination of the various areas of the surface of the objects depends on its position.

Directional Light

Directional light illuminates the scene by rays intersecting a scene in one direction only. Here, the position of emitter is irrelevant. The only important thing is its angular position. As you can see in the Fig. 2, cylinders on the right are illuminated even though the emitter is placed behind the illuminated part. Directional light acts like a very distant source of light. In real terms, analogous source of the light is the sun.

Default Light

To make anything visible in the rendered animation, there must be present at least one light. If you do not put in the scene any of the available light, the program will set the spotlight by default at the place of observer. It is a convenient solution for rapid tests (although it is often enough in the final effect). Just insert object in the scene and it is immediately visible. Default light works the same way in all modes of observation. Its way of working can be compared to the operator, who holds the camera in one hand and the torch in the other.




Due to the specificity of the rendering engine work, the lights have a very modest settings. This is due to restriction on the OpenGL version used by Molehill. In fact, the only parameter for the light source is a Color.