For 3D scenes,
GLMakie offers several attributes to control the lighting of the material.
ambient::Vec3f: Objects should never be completely dark; we use an ambient light to simulate background lighting, and give the object some color. Each element of the vector represents the intensity of color in R, G or B respectively.
diffuse::Vec3f: Simulates the directional impact which the light source has on the plot object. This is the most visually significant component of the lighting model; the more a part of an object faces the light source, the brighter it becomes. Each element of the vector represents the intensity of color in R, G or B respectively.
specular::Vec3f: Simulates the bright spot of a light that appears on shiny objects. Specular highlights are more inclined to the color of the light than the color of the object. Each element of the vector represents the intensity of color in R, G or B respectively.
shininess::Float32: Controls the shininess of the object. Higher shininess reduces the size of the highlight, and makes it sharper. This value must be positive.
lightposition::Vec3f: The location of the main light source; by default, the light source is at the location of the camera.
GLMakie also implements screen-space ambient occlusion, which is an algorithm to more accurately simulate the scattering of light. There are a couple of controllable scene attributes nested within the
SSAO toplevel attribute:
radiussets the range of SSAO. You may want to scale this up or down depending on the limits of your coordinate system
biassets the minimum difference in depth required for a pixel to be occluded. Increasing this will typically make the occlusion effect stronger.
blursets the (pixel) range of the blur applied to the occlusion texture. The texture contains a (random) pattern, which is washed out by blurring. Small
blurwill be faster, sharper and more patterned. Large
blurwill be slower and smoother. Typically
blur = 2is a good compromise.
The SSAO postprocessor is turned off by default to save on resources. To turn it on, set
GLMakie.activate!(ssao=true), close any existing GLMakie window and reopen it.
A matcap (material capture) is a texture which is applied based on the normals of a given mesh. They typically include complex materials and lighting and offer a cheap way to apply those to any mesh. You may pass a matcap via the
matcap attribute of a
surface plot. Setting
shading = false is suggested. You can find a lot matcaps here.
using WGLMakie using JSServe Page(exportable=true, offline=true) xs = -10:0.1:10 ys = -10:0.1:10 zs = [10 * (cos(x) * cos(y)) * (.1 + exp(-(x^2 + y^2 + 1)/10)) for x in xs, y in ys] fig, ax, pl = surface(xs, ys, zs, colormap = [:white, :white], # Light comes from (0, 0, 15), i.e the sphere axis = ( scenekw = ( # Light comes from (0, 0, 15), i.e the sphere lightposition = Vec3f(0, 0, 15), # base light of the plot only illuminates red colors ambient = RGBf(0.3, 0, 0) ), ), # light from source (sphere) illuminates yellow colors diffuse = Vec3f(0.4, 0.4, 0), # reflections illuminate blue colors specular = Vec3f(0, 0, 1.0), # Reflections are sharp shininess = 128f0, figure = (resolution=(1000, 800),) ) mesh!(ax, Sphere(Point3f(0, 0, 15), 1f0), color=RGBf(1, 0.7, 0.3)) app = JSServe.App() do session light_rotation = JSServe.Slider(1:360) shininess = JSServe.Slider(1:128) pointlight = ax.scene.lights ambient = ax.scene.lights on(shininess) do value pl.shininess = value end on(light_rotation) do degree r = deg2rad(degree) pointlight.position = Vec3f(sin(r)*10, cos(r)*10, 15) end JSServe.record_states(session, DOM.div(light_rotation, shininess, fig)) end app