Compute illuminance (lux) on a surface from a point light source given luminous intensity (candela) and distance (meters). Understand how light decays with distance. Interactive graph shows lux vs. distance,
Illuminance (lux) measures how much luminous flux falls on a surface per unit area. For a point light source with known luminous intensity I (candela), the illuminance E at a distance d (meters) on a plane perpendicular to the direction is given by the inverse‑square law:
E (lux) = I (cd) / d² (m²)
This assumes the light source is isotropic or the measurement is along the optical axis. For off‑axis surfaces, add a cosine factor (Lambert's law).
The inverse‑square law is fundamental in photometry, radiometry, and acoustics. Doubling the distance reduces illuminance to one‑quarter. This calculator applies the law for normal incidence – ideal for spotlight design, workplace lighting, and architectural planning.
The lux is defined as 1 lumen per square meter (lm/m²). For a point source emitting I candela into a solid angle, the luminous flux through a sphere of radius d is Φ = I × Ω. The area of a sphere is 4πd², so the average illuminance on the sphere is Φ/(4πd²) = I/d². For a small surface perpendicular to the direction, the same relationship holds exactly.
Real‑world deviation: Most luminaires are not perfect point sources. For distances greater than 5× the largest dimension of the fixture, the inverse‑square law is accurate within 1%. For close distances, use near‑field photometric data. This calculator is intended for far‑field scenarios.
An architect specifies pendant luminaires with a luminous intensity of 1800 cd directed downward. The desks are 2.2 m below. Using our calculator: E = 1800 / (2.2)² = 1800 / 4.84 ≈ 372 lux. This meets the EN 12464‑1 standard for office work (500 lx recommended) but may need additional task lighting. The interactive graph helps explore how raising the luminaire reduces lux dramatically.
| Environment / Task | Required Lux (lx) | Example Candela @ Distance | Remarks |
|---|---|---|---|
| Public areas (hallways) | 100 | 400 cd @ 2m → 100 lx | Basic circulation |
| Office – general | 300 – 500 | 2000 cd @ 2.5m → 320 lx | Computer work |
| Retail / Supermarket | 750 – 1000 | 4000 cd @ 2.2m → 826 lx | Product display |
| Operating theatre | 1000 – 2000 | 10000 cd @ 2.5m → 1600 lx | Surgical precision |
| Stadium (average) | 1500 – 3000 | 270000 cd @ 30m → 300 lx | Broadcast matches |
If the surface is tilted by an angle θ relative to the perpendicular, the illuminance becomes E = (I / d²) × cosθ. This calculator assumes θ = 0° (directly facing the source). For practical lighting design, the cosine factor is essential – but our tool focuses on the core inverse‑square relationship.