===== Differences between the CPU and GPU light model ===== 1. Interpretation of specular and shininess reflection {{ :tutorials:light-spec_vs_shiny2.png?direct&600 |}} ===== ===== 2. Interpretation of transparency of image textures 3. Implementation of the //GrinClonerNode// behaviour * CPU (Twilight) implementation: repeats objects only into first quadrant * GPU (Flux) implementation: repeats objects into all four quadrants {{ :tutorials:light-gridcloner.png?direct&600 |}} 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.