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Light Subclasses (EN)

(страница из оригинальной справки. NDL Gamebryo 1.1)
Это также относится к 3д МАХу.
Т.е. можно настраивать
в нифах.
Так и настраивать светильники в 3д МАХе добавляя оным текстуры, что позволит создавать управляемые

 
Per-vertex dynamic lighting effects can be achieved with subclasses of the NiLight class.
NiLights represent non-projected light sources in a scene graph, and can represent point lights, infinite (or directional) lights, and spotlights.
All lights have separate colors for ambient, diffuse and specular intensities, as well as an overall dimmer adjustment and on/off switch.
Вкл\выкл не поддержан в 4.0 версии.
 
 
Light Subclasses
 
Ambient Lights
Ambient lights are the simplest lights. The contribution of an ambient light to a surface's color depends only on the ambient light's ambient color, the light's dimmer adjustment, and the ambient material color of the surface. They are useful for preventing surfaces that are not lit by any of the more complicated light types from appearing as pitch black. This light type is represented by the NiAmbientLight in Gamebryo.
Point Lights
A point light source illuminates objects with light rays that emanate from the light's location evenly in all directions. The location of a point light is the world-space position of its model-space origin. This light type is represented by the NiPointLight in Gamebryo.
Example of a Point Light Source
 
 
Infinite Lights
An infinite light source illuminates objects with light rays that emanate from a light source at infinity - that is, all of the light rays are parallel and travel in one direction. Note that with an infinite light source, all light rays shine in the direction of the light's model-space X vector. This light type is represented by the NiDirectionalLight in Gamebryo.
Example of an Infinite Light Source
 
 
Spot Lights
Spotlights are a subclass of point lights and illuminate objects with light rays that emanate from the light's location, but only in directions that fall within a desired angle from a specified direction (forming a cone of light). The light location (model-space origin), direction (model-space X vector) and angle (in degrees) are all used to define a spotlight. The spot light exponent is not currently supported: All spotlights have a linear attenuation from the spot direction to the edge of the cone. This light type is represented by the NiSpotLight in Gamebryo.
Example of a Spot Light Source