When enabled this allows you to over-ride the texture alpha values, which may be necessary if they are either non-existent or not correct.

Linearly polarized lightmeaning

When enabled the dome light background will render with a solid alpha value of 1. If you need alpha for the background be certain to enable Replace Alpha Channel and set the Alpha value appropriately.

Typically, for environment textures, the alpha value should always be 0.0, if you plan on compositing environment layers.

This setting sets the gamma value for your dome map. Higher values can help increase contrast in the dome map while lower values reduce contrast. Depending on your dome map adjusting gamma can help to adjust your scenes lighting when you want sharper or softer shadows.

You can use this value to shift the colors used in the loaded texture. If you just like to color the loaded Texture, you can use the Color instead.

Circular polarization

The other kind of wave is a polarized wave. Polarized waves are light waves in which the vibrations occur in a single plane. Plane polarized light consists of waves in which the direction of vibration is the same for all waves. In the image above, you can see that a plane polarized light vibrates on only one plane. The process of transforming unpolarized light into polarized light is known as polarization. The devices like the polarizers you see are used for the polarization of light.

Specifies an f-stop value that allows you to intuitively increase/decrease the light's intensity when matching to a plate, or rendering large/tiny scenes without using hugh/miniscule Intensity Multiplier numbers. A value of 0.0 means the intensity does not change.

The closer your tint color is to white the less affected your light color will be. For a mild color tint be sure to use a desaturated color, a fully saturated color can fully tint all the colors in the scene as pictured below in the saturated green example.

In the example below you can see how in the render aspect ratio version all of the back-plate texture is squeezed into the frame horizontally.

Linearly polarized lightformula

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Linearly polarizedwave

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Some renderers use a different convention for how a domelight should wrap around the virtual world in the X axis. The Flip Horizontal option, as the name suggests, flips the domelight in the X axis to help match the look of a different renderer.

The Redshift domelight is an infinite, texture-mapped area light. Using HDR images you can achieve high-quality lighting results that would otherwise require several lights. Since a single dome light can reproduce the lighting of several distant lights, it can help with performance, too. Furthermore, given that the HDR image can originate from a real-world environment, the dome light is an important tool to match the lighting of cg elements with live-action elements.

Linearly polarizedelectromagnetic wave

You can use this color not only for the light, but also to use as a visible background color, if the Background option is active. If you decide to load a Texture this color will get multiplied with the texture.

Transverse waves are waves, in which the movement of the particles in the wave is perpendicular to the direction of motion of the wave.

Light is the interaction of electric and magnetic fields travelling through space. The electric and magnetic vibrations of a light wave occur perpendicularly to each other. The electric field moves in one direction and the magnetic field in another ‘perpendicular to each other. So, we have one plane occupied by an electric field, another plane of the magnetic field perpendicular to it, and the direction of travel is perpendicular to both. These electric and magnetic vibrations can occur in numerous planes. A light wave that is vibrating in more than one plane is known as unpolarized light. The light emitted by the sun, by a lamp or a tube light are all unpolarised light sources. As you can see in the image below, the direction of propagation is constant, but the planes on which the amplitude occurs are changing.

The electric field of light follows an elliptical propagation. The amplitude and phase difference between the two linear components are not equal.

For example, an Exposure value of 1.0 means the light doubles in intensity and a value by 2.0 means the light quadruples in intensity, etc.

There are two linear components in the electric field of light that are perpendicular to each other such that their amplitudes are equal, but the phase difference is π/2. The propagation of the occurring electric field will be in a circular motion.

Linearly polarized lightand circularlypolarized light

The dome light map contains only two small boxes. This is not an HDR map and, because the boxes are small, they can produce very dark lighting results by default. To fix this issue, the dome light's 'tint' parameter was set to (60, 60, 60). Because of the small bright boxes, the shadows on the final render are fairly sharp.

Polarization, in Physics, is defined as a phenomenon caused due to the wave nature of electromagnetic radiation. Sunlight travels through the vacuum to reach the Earth, which is an example of an electromagnetic wave. These waves are called electromagnetic waves because they form when an electric field interacts with a magnetic field. In this article, you will learn about two types of waves, transverse waves and longitudinal waves. You will also learn about polarization and plane polarised light.

You can find these commands in a menu to the right of the Type menu. You can use them to add a Target expression tag to the light. By linking an object to that tag you can aim the z axis of the light to that object. Using the Add Target Tag and Null command creates an additional Null object and uses that as the Target Object with the Target expression tag.

Linear polarization

If a Shader Graph material has been asigned to the light, you can open the Redshift Shader Graph by using this button and edit the shader directly there.

This setting increases or decreases the intensity of the light in "stops" for your back-plate. Therefore, a value of one means "twice as bright", a value of two means "four times as bright" and so on. A value of -1 means "half as bright", a value of -2 means "quarter bright" and so on.

In a sense, the domelight's texture features behave like area lights: large area lights produce soft shadows while small area lights produce sharper shadows.

Perhaps the most important element of a dome light is its texture map. Ideally, HDR textures in OpenEXR format should be used because they can capture a wide range of intensities. Such HDR can textures can either be obtained in the web or an application (like "HDR light studio") can be used to author them.

For the next example, the boxes were made bigger. The more brightness a dome light map contains, the brighter the lighting. For this reason the 'tint' parameter was reduced to (2, 2, 2). As it can be seen on the final render, larger boxes create softer lighting.

Many settings of the Redshift light object can also be set through the material node system. Using this button will create a new Redshift Shader Graph material and connect it to this light.

In the examples below the grey floor object has been rendered as a matte object to better demonstrate the uses of a back-plate. In the first image the you can see only the dome map as the background however once the back-plate is enabled it completely replaces it. Note that you can still see the reflections of the dome map in the reflective ball, not reflections of the back-plate.

This is a percentage value, so 100 results in the full saturation of the loaded Texture being used. Since this Saturation only applies to the loaded Texture, you can still use the Color setting of the light.

Below are a couple of shots demonstrating this. The first image of each pair is the dome light map and the second is the final rendered result.

Circularlypolarized light

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Dome lights cannot be combined with environment shaders. If the scene or any material uses environment shaders, the dome light will override them.

Light parameters controllable by a light shader include the lights Color settings, Decay, Shadow options and Attenuation.

This setting sets the color saturation of the back-plate. Values below 100 are desaturated and values above 100 are oversaturated.