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`. Keeping this on for lights improves the convergence of the rendering algorithm, in most cases. If the object is particularly important in contributing to the light paths in the image (e.g. light sources, refracting glass ball with caustics, metal objects concentrating light), this will help with the convergence of the image.


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())) # \donttest{ 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))) # \donttest{ render_scene(scene, samples=500, parallel=TRUE, clamp_value=10)
# }