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title: Lighting manual | ||
description: Learn to setup lights in dpo-voyager | ||
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## Prerequisites | ||
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This tutorial will use a lot of concepts from [THREE.js](https://threejs.org/). Some familiarity with the library is expected. | ||
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## Default lighting | ||
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The default scene is created with one **Sky** ([HemisphereLight](https://threejs.org/docs/?q=Hemisp#api/en/lights/HemisphereLight)) to provide global illumitation, and a **Sun** ([DirectionalLight](https://threejs.org/docs/?q=direct#api/en/lights/DirectionalLight)). | ||
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## Features | ||
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#### Light tuning | ||
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The easiest way to tune lights is to change the `elevation` and `azimuth` of the sun in the node's settings. | ||
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<center> | ||
<img class="img-fluid" style="max-width:600px" alt="directional light elevation and azimuth setup in DPO-Voyager/eCorpus" src="/assets/img/doc/azimuth.webp"> | ||
</center> | ||
It might also be worthwhile to set the **Sun**'s color and the **Sky**'s color and ground-color. | ||
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#### Tone Mapping | ||
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The renderer [toneMapping](https://threejs.org/docs/index.html?q=renderer#api/en/renderers/WebGLRenderer.toneMapping) can be toggled between **no tone mapping** and **ACESFilmicToneMapping**. | ||
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See the [playground](https://threejs.org/examples/#webgl_tonemapping) for an example. | ||
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Tone Mapping defaults to true in eCorpus. It is especially useful for objects with high metalness or glossiness. | ||
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The recommendation is to always set it to `true` when working on advanced scene lighting. | ||
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#### Environment map | ||
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The environment is *not* used for light emission. It only contributes to metallic/specular reflections. | ||
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#### Shadows | ||
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Shadows defaults to false on all lights. It is recommended to have at most one light casting shadows in a scene. |