The lighting command provides access to settings in Lighting, including Shininess. It also allows changing the colors and specular contributions of the lights. See also: set, preset, lighting details
Options include:
Set number and type of lights according to the lighting mode:• lighting brightness [ value ]The different lights and their roles are discussed in the lighting details.
- ambient - ambient light only (gives a flat appearance; best combined with silhouette edges and white background)
- single - ambient light and one directional light (the key light)
- two-point - ambient light and two directional lights, key and fill
- three-point (default) - three directional lights: key, fill, and back
Set brightness, the total diffuse (nonspecular) illumination of the scene (default 1.15).• lighting contrast [ value ]
Set contrast, the ratio of the key light to other light(s), disregarding any specular contributions; higher contrast gives darker shading (default 0.7).• lighting ( key | fill | back ) color [ color ]
Specify key, fill, or back light color (all are white by default). The color can be any color name that specifies a single color.• lighting ( key | fill | back ) direction [ x y z ]
Specify the direction of the key, fill, or back light as x y z components.• lighting ( key | fill | back ) specular_intensity [ value ]
Set the specular intensity of the key, fill, or back light to value (default 1.0 for the key light, 0.0 for the others).• lighting ( save | restore | delete ) style-name
The current settings in Lighting, including Shininess, collectively define a style. The save keyword indicates saving the current settings as style-name. A previously saved style can be applied with restore or deleted with delete. A lighting style can also be saved, applied, or deleted using the Lighting interface. Named lighting styles are saved in the Chimera preferences file.• lighting quality [ normal | glossy ]
Set lighting quality. The glossy setting uses an Open GL shader to provide per-pixel lighting, which gives a glossy appearance, and angle-dependent transparency. Whether this is supported depends on the the graphics driver and the current lighting mode. With normal lighting (default), specular highlights are only calculated at triangle vertices and linearly interpolated across triangles, and transparent triangles do not appear more opaque when viewed edge-on as compared to face-on.• lighting sharpness [ value ]
Set the specular sharpness of the Chimera default material (default 30.0). Lower values yield larger, more diffuse highlights, while higher values yield more pointlike highlights. For more information, see Shininess.• lighting reflectivity [ value ]
Set reflectivity, the specular brightness of the Chimera default material (default 1.0). The components of the specular color are scaled by this value to calculate shiny highlights. For more information, see Shininess.