Photometry and You
- or -
Knowing a Lux From a Lumen if You Fell Over It
Photometry is the study of the measure of light, developed taking into account our perceptual and neurological interpretation of its nature.
Photometric lights are used when a physically-based lighting simulation is desired to achieve real-world illumination effects.
Four photometric quantities come into play when using photometric lights. They are:
Alright, now that we're done with the red tape and photometric nomenclature, we can start talking about using these lights. There are a couple
things that one must keep in mind when using photometric lights. The first is that all photometric lights attenuate using the inverse-square
falloff. The next important point is that because photometric lights use real-world algorithms to compute lighting, your scene must use
real-world units for its scale in order for the lighting effect to look realistic. With each photometric light, you have a choice of
distribution methods. There are eight different varieties of photometric lights, each of which are described below:
![]() Target Point Light |
![]() Free Point Light |
![]() Target Linear Light |
![]() Free Linear Light |
![]() Target Area Light |
![]() Free Area Light |
![]() IES Sun Light |
![]() IES Sky Light |
Download the tutorial scene here.
![]() Isotropic Distribution |
![]() Spotlight Distribution |
![]() Web Distribution |