Light element enables users to add sources of light for their 3D animations.
By default 3D animation scene is already lighted up by the two default sources of light that are created automatically: one of them is ambient light and the other one is directional (they are not manageable and are not displayed neither in the graphical editor nor in the Projects view). Therefore even if you have not added any sources of light using Light element, all your 3D objects are visible anyway. If the default AnyLogic lighting is OK for you, we recommend you not to add your own sources of light. Otherwise, the default light sources will be removed and the whole scene lighting will be managed by your own.
However, if you need to modify the default lighting, you can add your own sources of light and control their position, color, direction (optionally) and attenuation.
AnyLogic provides you with the predefined and ready for use standard types of the light source:
To add a source
light onto presentation
If you want to set angles with a high degree of accuracy, you can specify the required values numerically in the additional properties Angle Z and Angle X in the properties section Position.
Please note that the light is shining on the 3D scene "from above" when angle X is positive.
Name – The name of this source of light. It is used to identify the source and to access it from code.
Ignore – If selected, the source of light will be excluded from the model.
Visible on upper level – If selected, the source will also shine on the upper level where this agent lives.
Predefined type – Here you can choose one of the standard types of the sources of light: Street light, Car headlight, Daylight, Moonlight, or Custom (in this case you can manually configure all light source properties, which you will find below).
Color – [Visible if Custom is not chosen for Predefined type] Here you can define the color of the light source.
Light source type – [Visible if Predefined type is set to Custom] The type of the light source: Ambient, Directional, Point, and Spot.
Specular color – [Visible if Predefined type is set to Custom] Here you can choose the color of the light components: separately for Ambient, Diffuse and Specular components of light.
- [Visible if Light
Here you can define the
attenuation factor for the point/spot source of light. To be precise,
you define the following three components of attenuation: Constant, Linear
Below you can find the formula that is used to calculate the
where = constant attenuation
= linear attenuation
= quadratic attenuation
Cut off angle - [Visible if Light source type is Spot] Here you can define the maximum angle of light dispersion. In particular, you specify the half of the angle in the vertex of the cone of light created by this source (the value is specified in degrees, from 0 to 90).
Drop off rate
- [Visible if Light
Here you can specify how
quickly the light will fade as we move from the axis of the
of the light. 0 means there is no drop off and the
have uniform intensity everywhere in the cone.
X – * The x-coordinate of the source.
Y – * The y-coordinate of the source.
Z – * The z-coordinate of the source.
Angle X – ** The angle that light direction composes with YZ plane (starting from inverted Y axis, clockwise, in degrees).
– ** The
light direction composes with XY plane (starting from inverted
axis, clockwise, in degrees).
* – Enabled if the type of the light source is set to Street light, Car headlight, Custom: Point, Custom: Spot.
** – Enabled if the type of the light source is set to Car headlight, Custom: Directional, Custom: Spot.
Enabled – Here you can specify Boolean expression determining whether the source of light is enabled (if the expression returns true) or disabled (if it returns false).
Show name – If selected, the name of this element will be displayed on the presentation diagram.
AnyLogic supports four types of light sources: Ambient, Directional, Point and Spot.
Shapes lit by ambient light look like 2D shapes. The reason is that the source of ambient light can be considered as a set of uniformly distributed sources of lights all over the 3D space.
Directional source of light is located in some infinitely distant point. It shines in the specified direction (it is defined using light's advanced properties Angle X and Angle Z). the Sun is a good example of a directional source of light.
To switch a
directional source of light
Point source of light is located in one particular point of space. It shines uniformly in all directions. You can define an attenuation coefficient for this kind of source of light.
Spot source of light is a particular case of a point light. Spot source creates a beam of light that gradually becomes wider and makes a cone of light. You can think of a spot source of light as a searchlight or a car headlight.
light actually consists of a number of different
components: Ambient, Diffuse and Specular.
By choosing No Light or black color for some component of the color, you remove the corresponding component of light. For example, by setting Specular color of the source of the light to black, you remove flashes from the shapes lighted up with this particular source of light.
API Reference: Light3D Class