When we enable directional lighting on a scene, I am used to picking a coordinate (x, y, z) in a 3D scene where the light source is coming from, or a vector defining the direction of the light. In this setup, the light source is coming from an area O (uniform area source). I have never used this type of lighting before, and I was wondering how this lighting construct will be defined in a CAD program. Would the user input some soft of plane equation defining the light source plane? What if the light source is curved? What would be a unified way of capturing surface O to calculate the light irradiance form the user?
When we enable directional lighting on a scene, I am used to picking a coordinate (x, y, z) in a 3D scene where the light source is coming from, or a vector defining the direction of the light. In this setup, the light source is coming from an area O (uniform area source). I have never used this type of lighting before, and I was wondering how this lighting construct will be defined in a CAD program. Would the user input some soft of plane equation defining the light source plane? What if the light source is curved? What would be a unified way of capturing surface O to calculate the light irradiance form the user?