Light Material

light(color = "#ffffff", intensity = 10, importance_sample = TRUE)



Default `white`. The color of the light Can be either a hexadecimal code, R color string, or a numeric rgb vector listing three intensities between `0` and `1`.


Default `NA`. If a positive value, this will turn this object into a light emitting the value specified in `color` (ignoring other properties). Higher values will produce a brighter light.


Default `TRUE`, If `FALSE`, the light will not be be sampled explicitly. Keeping this on for lights improves the convergence of the rendering algorithm, in most cases.


Single row of a tibble describing the diffuse material.


#Generate the cornell box without a light and add a single white sphere to the center scene = generate_cornell(light=FALSE) %>% add_object(sphere(x=555/2,y=555/2,z=555/2,radius=555/8,material=light()))
render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=500, aperture=0, fov=40, ambient_light=FALSE, parallel=TRUE)
#All gather around the orb scene = generate_ground(material = diffuse(checkercolor="grey50")) %>% add_object(sphere(radius=0.5,material=light(intensity=5,color="red"))) %>% add_object(obj_model(r_obj(), z=-3,x=-1.5,y=-1, angle=c(0,45,0))) %>% add_object(pig(scale=0.3, x=1.5,z=-2,y=-1.5,angle=c(0,-135,0)))
render_scene(scene, samples=500, parallel=TRUE, clamp_value=10)