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GPU Constraints and 3D

3D Lighting Model

Ambient Light

FlashFX provides a simple ambient light system that shades 3D-enabled elements based on their surface normal direction relative to a virtual light source.

This is a flat-face shading model: Each element is treated as a single flat plane. The shading is uniform across the element based on the angle of the plane relative to the light — there is no sub-surface variation, no self-shadowing, and no cast shadows.

Ambient Light Settings:

  • -Intensity — overall brightness of the ambient fill (prevents elements facing away from the light from going completely black)
  • -Color — tint of the ambient light

Directional Light

A single directional light source is available per composition.

Properties:

  • -Light Direction X / Y / Z — the direction vector the light is pointing from
  • -Intensity — brightness of the directional light
  • -Color — tint of the directional light

Shading calculation: The shading amount is the dot product of the element's surface normal and the light direction. Elements facing the light directly are at full brightness; elements at a glancing angle are shaded; elements facing away from the light show only ambient.

Specular Highlight

A specular highlight term adds a glossy bright spot on 3D-rotated elements that face both the light and the virtual camera.

  • -Specular Power — controls the tightness of the highlight (higher = smaller, sharper highlight)
  • -Specular Intensity — brightness of the highlight
  • -Specular Color — color of the highlight (usually white or slightly warm)

Lighting Limitations

  • -No cast shadows between elements
  • -No ambient occlusion
  • -No area lights — only a single directional light and ambient
  • -No subsurface scattering
  • -No image-based lighting
  • -Lighting applies only to elements with 3D enabled,2D elements are unaffected by the scene light