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02_user_tutorials:20_light:01_first_steps:30_light-modeling-differences

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02_user_tutorials:20_light:01_first_steps:30_light-modeling-differences [2026/03/20 17:24] Tim02_user_tutorials:20_light:01_first_steps:30_light-modeling-differences [2026/03/20 17:53] (current) MH
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 4. Only in the Twilight light light model the additional function of //getReceivedPower//, //getReflectedPower//, //getTransmittedPower//, //getAbsorbedPower//, and //getHitCount// are implemented. See: [[:02_user_tutorials:20_light:01_first_steps:15_more_light_functions| More light model functions... beyond getAbsorbedPower ]] 4. Only in the Twilight light light model the additional function of //getReceivedPower//, //getReflectedPower//, //getTransmittedPower//, //getAbsorbedPower//, and //getHitCount// are implemented. See: [[:02_user_tutorials:20_light:01_first_steps:15_more_light_functions| More light model functions... beyond getAbsorbedPower ]]
  
 +5. The twighlight model only handles skies with sky-shaders as light sources. Hence, the cloud texture does not act as a light source. GPUFlux handles any sky as light source, independent of the shader it uses. This allows the user to create its own sky light source. As a consequence, the cloud texture also acts as a light source, resulting in the dominantly blue lighting on some scenes. This was a deliberate choice to make the sky objects more flexible.
02_user_tutorials/20_light/01_first_steps/30_light-modeling-differences.txt · Last modified: 2026/03/20 17:53 by MH