Tool: Lighting
The Lighting tool allows interactively adjusting several settings
related to illumination, with sections:
- Lighting
– key, fill, and ambient light settings
- Shininess
– material properties of lighted objects
- Depth Cue
– near-far shading of the scene
These and additional related parameters can be adjusted with the
commands lighting
and material, as well as by
clicking icons in the Graphics Toolbar.
The Lighting tool
can be opened from the Depiction section of the Tools menu
and manipulated like other panels (more...).
[back to top: Lighting]
Lighting
The ChimeraX scene can have two directional lights, key and fill,
plus ambient lighting.
The key light is often the dominant source and can cast
shadows; the first set of intensity, direction, and color values
reported in the Log refer to this light.
The fill light serves as a secondary directional source
to improve the visibility of regions that would otherwise be dark.
Regardless of whether shadows are on,
the directional lights cause “shading,”
where the brightness of an object varies based on the angle
between the light direction and the surface normal.
The key light also produces directionally dependent
specular highlights.
The ambient lighting
is an approximation to omnidirectional illumination.
Shadows cast from multiple uniformly distributed directions can produce
ambient shadowing, or “ambient occlusion.” See also:
lighting
Choices for lighting Preset:
- simple
– all three kinds of light, but no shadows
(details...)
- full
– all three kinds of light, key light with shadows,
ambient lighting with shadowing from 64 directions
(details...)
- soft
– ambient lighting only, ambient shadowing from 64 directions
(details...)
- gentle
– same as soft, except tuned to emphasize larger indentations
(details...)
- flat
– ambient lighting only, no shadows (details...)
Other settings:
- Key intensity – key light intensity
(adjust value with slider)
- Key color
(a color well; click to adjust with the system color editor)
- Fill intensity – fill light intensity
(adjust value with slider)
- Fill color
(a color well; click to adjust with the system color editor)
- Ambient intensity – ambient light intensity
(adjust value with slider)
- Ambient color
(a color well; click to adjust with the system color editor)
The directional lights can be moved by dragging the
color-coded solid arrows on the sphere:
orange: key,
blue: fill.
The directions can be reset by choosing the
simple preset.
[back to top: Lighting]
Shininess
The Shininess section of the Lighting tool
adjusts certain material properties. See also:
material
- Sharpness – specular exponent, which controls the spread
of specular highlights (range 0.0-128.0, default 30.0;
adjust value with slider)
- Reflectivity – the fraction of directional light that is
reflected diffusely, equally in all directions
(default 0.8; adjust value with slider)
[back to top: Lighting]
Depth Cue
The Depth Cue section of the Lighting tool
adjusts near-far shading. See also:
lighting options,
clip
- Enabled
– whether to use depth-cueing, near-far shading of the scene
- Start
– the start (nearby end) of the linear depth-cueing ramp,
expressed as a position relative to the near (0.0) and
far (1.0) global clipping planes, which are shown/manipulable in the
Side View
- End
– the far end of the linear depth-cueing ramp,
expressed as a position relative to the near (0.0) and
far (1.0) global clipping planes, which are shown/manipulable in the
Side View
- Color – depth-cueing color
(a color well; click to adjust with the system color editor)
UCSF Resource for Biocomputing, Visualization, and Informatics /
January 2026