keyLightAt
A key light from an angle: the light direction .L and the half vector .H for highlights.
keyLightAt(dir: Expr, elevation: number, hint: string = 'kl'): Expr
Import materials from shaders/std and use materials.keyLightAt.
dir is a direction() vector (from frames). elevation is how far the light sits toward the viewer: −0.6 raking, −0.9 frontal. Read .L with member('L') for lambert and .H for a glint.
Parameters
| Name | Type | Notes |
|---|---|---|
dir | Expr | |
elevation | number | |
hint | string | Optional. Default 'kl'. |
Example
const key = keyLightAt(direction(u.lightAngle), -0.7)
Tip. Elevation is negative in this engine. A positive value lights the surface from behind.
See also
keyLightXY— A key light from explicit x and y components, for a second or a crossed light.lightVec3— A 3D light direction from adirection()vector and an elevation.lambert— How much a light falls on a surface: 0 facing away, 1 facing it.dualLobeGlint— A highlight with a tight hot core and a wide dim halo.sharpGlint— A highlight whose tightness follows a sharpness slider.