|
While the Cast
Shadows function darkens the texture at the unlighted places, the Homogenous
Light function brightens the parts that receive light.
|
 |
Move the pointer at the Direction
panel to change the position of the light source, which is located
on a virtual sphere around the texture. This means that you can
increase the height of the light source by decreasing the radius
of the direction pointer. |
|
 |
The Heightmap controls where
the texture is illuminated and where not. Places in the shadows
don't receive light. It is supplied by the Source
Texture or the Mask. |
|
 |
Regulate the intensity of the
light source with the Amplify value. |
|
 |
Control the smoothing of the
edges between the illuminated and the shadows with the Smooth Radius parameter.
Setting the value
to 1 produces hard edges. |
|
 |
The illumination is done by
using the Secondary Color as basic (ambient) light, which
is constant over the texture. The Primary Color defines the
tint of the light source. |
|