{"id":7819,"date":"2020-08-31T10:05:09","date_gmt":"2020-08-31T10:05:09","guid":{"rendered":"https:\/\/bssrdf.com\/manual\/lichtquellen\/"},"modified":"2021-03-12T13:20:07","modified_gmt":"2021-03-12T12:20:07","slug":"lichtquellen","status":"publish","type":"manual_documentation","link":"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materialien\/materialtypen\/lichtquellen\/?lang=de","title":{"rendered":"Lichtquellen"},"content":{"rendered":"\n<p>In KeyShot werden physikalische Lichter als Materialien entwickelt, die auf Bauteile angewendet werden k\u00f6nnen. Jede Geometrie kann in eine Lichtquelle umgewandelt werden. Sie k\u00f6nnen entweder eine neue Geometrie importieren, eine bestehende Geometrie verwenden oder einen Primitiv hinzuf\u00fcgen (<em>Bearbeiten &gt; Geometrie hinzuf\u00fcgen\u2026<\/em>). Lichtquellen werden im\u00a0<em>Projekt-Fenster &gt; Szenenbaum<\/em>\u00a0durch ein Gl\u00fchbirnen-Icon <img loading=\"lazy\" decoding=\"async\" width=\"16\" height=\"16\" class=\"wp-image-8498\" style=\"width: 16px;\" src=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/lighting_icon.png\" alt=\"\"\/> \u00a0neben dem Bauteilnamen gekennzeichnet.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"LightSources-LightSourceMaterialTypes\">Lichtquellen-Materialtypen<\/h2>\n\n\n<h2 class=\"wp-block-heading\">Lichtmanager<\/h2>\n\n<p>Der Lichtmanager gibt Ihnen einen \u00dcberblick \u00fcber alle Lichtmaterialien in der Szene. Sie kann \u00fcber die Schaltfl\u00e4che <img loading=\"lazy\" decoding=\"async\" width=\"16\" height=\"16\" class=\"wp-image-8989\" style=\"width: 16px;\" src=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/lightmanager_icon.png\" alt=\"\"\/> <em>Lichtmanager<\/em> in der Multifunktionsleiste, \u00fcber <em>Fenster&gt; Lichtmanager<\/em> im Hauptmen\u00fc oder \u00fcber den Hotkey <strong>Umschalt L<\/strong> umgeschaltet werden.<\/p>\n\n<p>Erfahren Sie hier mehr \u00fcber den<a href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/beleuchtung\/lighting-manager\/?lang=de\"> Lichtmanager.<\/a><\/p>\n","protected":false},"author":29916,"featured_media":0,"parent":7985,"menu_order":3,"template":"","manualdocumentationcategory":[19],"manual_doc_tag":[],"class_list":["post-7819","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-keyshot-de"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Lichtquellen - KeyShot 11 Manual<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materialien\/materialtypen\/lichtquellen\/?lang=de\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Lichtquellen - KeyShot 11 Manual\" \/>\n<meta property=\"og:description\" content=\"In KeyShot werden physikalische Lichter als Materialien entwickelt, die auf Bauteile angewendet werden k\u00f6nnen. Jede Geometrie kann in eine Lichtquelle umgewandelt werden. Sie k\u00f6nnen entweder eine neue Geometrie importieren, eine bestehende Geometrie verwenden oder einen Primitiv hinzuf\u00fcgen (Bearbeiten &gt; Geometrie hinzuf\u00fcgen\u2026). Lichtquellen werden im\u00a0Projekt-Fenster &gt; Szenenbaum\u00a0durch ein Gl\u00fchbirnen-Icon \u00a0neben dem Bauteilnamen gekennzeichnet. 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