Learn about the Light Editor's stardard lights when raytracing in VRED.
For additional information on lights, see the following:
Video captions: Open Light Editor in the Scene menu. On the left, you can find a list of all available lights. On the right, you can see all the editable attributes of a selected light. You can find Headlight in the standard settings. The Headlight is a directional light and can be switched on and off, via the toolbar. Create a new spotlight, via the icons. Open the Scenegraph. If you open a light in the Light Editor by double-clicking it, it will also be selected in the Scenegraph. Now, it can be transformed. You can immediately see the shadow of the light. You can deactivate shadows globally in Visualization > Advanced OpenGL Settings > Realtime Shadows and you can activate it again from the same place. You can set shadow intensity in the light itself and can fix shadow quality with the help of shadow Map Resolution. Through Intensity, Ambient, Diffuse, and Specular color options, you control the light’s appearance. Fix the size of the light cone with Cone Angle and the falloff with Penumbra Angle. Switch the type of light in the Type section to Point Light. A Point Light reflects in all directions but does not cast shadows. In order to lighten particular components, you have to define them in the Scenegraph. Activate Local Lighting. Now, only dependent lights will be illuminated. Use the standard lights mainly in OpenGL. In raytracing, work mainly with area and Object lights.