light#

Mapdl.light(wn='', num='', int_='', xv='', yv='', zv='', refl='', **kwargs)#

Specifies the light direction for the display window.

APDL Command: /LIGHT

Parameters:
wn

Window number (or ALL) to which command applies (defaults to 1).

num

Ambient or directional light key:

0 - Ambient light (default).

1 - Directional light.

int_

Light intensity factor (defaults to 0.3 for ambient, 1.0 for directional). This option is valid only for 3-D devices).

xv, yv, zv

Light direction (valid only for NUM = 1). The directional light source is parallel to the line from point XV, YV, ZV to the origin, in the global Cartesian system origin. Defaults to the viewing direction [/VIEW].

refl

Light reflectance factor (valid only for NUM = 1 and 3-D devices).

Notes

Defines the light direction for the window. Use this command only with 3-D graphics devices or 2-D devices when Z-buffering is used [/TYPE,,(6 or 7)]. The ambient light has no direction, only an intensity. You can position the directional light source by defining a point (in the global Cartesian coordinate system) representing a point along the light directional line. This point, and the global Cartesian coordinate system origin, define the line along which the light is positioned looking toward the origin. You can use any point along the light line; for example, both (1.,1.,1.) and (2.,2.,2.) give the same light effect. For 3-D graphics devices only, the directional light source also has intensity and reflectance factors.

By choosing the highest intensity ambient light for 3-D graphics devices (via the command /LIGHT,WN,0,1), you can nullify color shading and other effects of directional lighting.

This command is valid in any processor.