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The Point Light
operation doesn't simulate parallel light like the other bump functions.
It computes the illumination by a single light source that is placed at
the center of an Ellipse.
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You can use the Source
Texture and Mask
to supply the height data for the function. Increase the Pre-Smoothing
value to smooth the heightmap. |
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Where light is, there's also
shadow. Soften the edges between the illuminated parts and the
shadows by increasing the Smooth Radius parameter (Image
1). |
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The Primary Color
supplies the color of the light source. Ambient light is colored by
the Secondary Color. Setting the ambient light color to White
allows you to only brighten the texture without shadows. |
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