Display/Lights... menu item opens the
Lights panel provides an interactive mechanism for placing colored, directional lights in a scene. See Section
28.2.6 for details about the items below.
indicates the light that is being added, deleted, or modified. By default, light 1 is defined to be dark gray with a direction of (1,1,1).
indicates whether or not the light specified in
Light ID is on or off. By turning off the
Light On option for a particular light, you can remove this light from the display, while still retaining its definition. To add it to the display again, simply turn on the
Light On button.
allows you to specify the direction of the light (the position on the unit sphere from which the light emanates) by entering the
Z coordinates or by computing the coordinates based on the current view in the graphics window.
specify the direction of the light. For example, the direction (1,1,1) means that the rays from the light will be parallel to the vector from (1,1,1) to the origin.
Use View Vector
X,Y,Z fields with the appropriate values for the current view in the active graphics window, and shines a light in that direction. Instead of entering the
X,Y,Z values for a light's direction vector, you can use your mouse to change the view in the graphics window so that your position in reference to the geometry is the position from which you would like a light to shine. You can then click on the
Use View Vector button to update the
X,Y,Z fields with the appropriate values for your current position and update the graphics display with the new light direction. This method is convenient if you know where you want a light to be, but you are not sure of the exact direction vector.
allows you to specify the light color with sliders. You can create your desired color by increasing and decreasing the slider values for the colors
Blue. You can also enter a descriptive string (e.g., lavender) in the
shows the position and color of all defined directional lights, and allows you to change the position of a light. All directional lights in
FLUENT are assumed to be at infinity and pass through the unit sphere at the position shown. All light rays arriving at the scene from one light are parallel. The colored markers on the surface of the sphere represent the color and direction of these
distant lights. These lights point towards the center of the sphere (the origin, which is usually where the geometry is).
specifies the method to be used in lighting interpolation:
Flat is the most basic method: there is no interpolation within the individual polygonal facets.
Phong have smoother gradations of color because they interpolate on each facet.) When
Off is selected, lighting effects are disabled.
enables constant lighting effects in the direction of the view.
resets the light definitions to their last saved state (i.e., the lighting that was in effect the last time you opened the panel or clicked on