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LightPhysical

LightPhysical#

(Physical)

No corresponding User page.

Description#

An abstract physical light.

Public Attributes#

Type Name Visual Hint Description
double[3] color VISUAL_HINT_COLOR Emission color of the light.
double exposure VISUAL_HINT_DEFAULT Exposure of the light.
double intensity VISUAL_HINT_DEFAULT The gain factor of the light.
double[3] contribution VISUAL_HINT_COLOR Contribution of the light on the surface.
long mode VISUAL_HINT_DEFAULT Set the mode to use when computing the illumination. The physical mode takes in account the surface of the light to compute its intensity.
double saturation VISUAL_HINT_DEFAULT Saturation of the light.
long sample_count VISUAL_HINT_SAMPLE_PER_PIXEL Set the number of samples per pixel to use to evaluate the light.
double low_light_threshold VISUAL_HINT_DEFAULT Unshadowed illumination below which a light sample is readily assumed to be occluded, hence bypassing the calculation of its actual visibility to a given shading point so as to increase rendering speed.
double diffuse_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the diffuse lobes.
double reflection_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the reflection lobes.
double transmission_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the transmission lobes.
double subsurface_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the subsurface lobes.
double volume_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the volumes.
double indirect_diffuse_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the diffuse lobes.
double indirect_reflection_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the reflection lobes.
double indirect_transmission_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the transmission lobes.
double indirect_subsurface_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the subsurface lobes.
double indirect_volume_weight VISUAL_HINT_PERCENTAGE Multiply the light contribution on the volumes.
bool unseen_by_camera VISUAL_HINT_DEFAULT Set whether the object is hidden from the camera (primary rays) or not.
bool enable_light_occlusion VISUAL_HINT_DEFAULT Set whether the light is occluder or not.
double[3] shadow_color VISUAL_HINT_COLOR Shadow color of the light.
reference (Group) shadow_group VISUAL_HINT_GROUP Group of objects that have to be considered when casting a ray for shadows or global illumination. If not set, the corresponding groups in the layer are taken by default.
long diffuse_max_depth VISUAL_HINT_DEFAULT Set whether the light is hidden from the diffuse reflections and transmissions after a number of diffuse bounces.
long reflections_max_depth VISUAL_HINT_DEFAULT Set whether the light is hidden from the specular and glossy reflections after a number of reflections bounces.
long transmissions_max_depth VISUAL_HINT_DEFAULT Set whether the light is hidden from the specular and glossy transmissions after a number of transmissions bounces.
long volume_max_depth VISUAL_HINT_DEFAULT Set whether the light is hidden from volume scattering after a number of scattering bounces.
long shadows_max_depth VISUAL_HINT_DEFAULT Set whether the light casts shadows after a number of bounces.
long total_max_depth VISUAL_HINT_DEFAULT Set whether the light is hidden from reflections and transmissions after a total number of indirect bounces.
long attenuation_mode VISUAL_HINT_DEFAULT Enable the light intensity attenuation that multiplies the falloff to get the final light intensity decay.
double attenuation_near_start VISUAL_HINT_DISTANCE Set the distance from the light at which near attenuation starts. Any object whose distance is shorter than the specified value will not receive any illumination from the light.
double attenuation_near_end VISUAL_HINT_DISTANCE Set the distance from the light at which near attenuation ends. Any object whose distance is longer than the specified value will receive the full illumination from the light.
double attenuation_far_start VISUAL_HINT_DISTANCE Set the distance from the light at which far attenuation starts. Any object whose distance is shorter than the specified value will receive the full illumination from the light.
double attenuation_far_end VISUAL_HINT_DISTANCE Set the distance from the light at which far attenuation ends. Any object whose distance is longer than the specified value will not receive any illumination from the light.
curve attenuation_curve VISUAL_HINT_DEFAULT Multiplies the light intensity profile. The specified curve uses the distance of the object to the light as input.
string light_path_expression_label VISUAL_HINT_DEFAULT Set the light label in light path expressions.
bool aov_exclusive VISUAL_HINT_DEFAULT If turned on, this light will not contribute to the beauty but only to Light Path Expression AOVs, and under the 'X' symbol instead of the usual 'L'. When enabled, this light will not contribute to the unoccluded results ('U' symbol in LPEs) either and will not be seen by the camera.

Inherited Public Attributes#

Type Name Visual Hint Description
double[3] translate VISUAL_HINT_DISTANCE Set the XYZ position of the item relative to its parent item.
double[3] rotate VISUAL_HINT_ANGLE Set the XYZ rotation of the item relative to its parent item.
double[3] scale VISUAL_HINT_SCALE Set the XYZ scaling of the item relative to its parent item.
double[3] shear VISUAL_HINT_SCALE Set the XYZ shear of the item relative to its parent item.
long rotation_order VISUAL_HINT_DEFAULT Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ
reference (SceneItem) parent VISUAL_HINT_DEFAULT Set the parent item of the item.
bool inherit_transform VISUAL_HINT_DEFAULT Does the current object inherits its parent transformation ?
long reference_frame VISUAL_HINT_FRAME Set the reference frame that defines the base transform and deformation state of the item. This reference is used when computing texture projections or when generating point cloud (in Global Base) on the base geometry.
object[] (Constraint) constraints VISUAL_HINT_DEFAULT Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item.
double[3] scale_pivot VISUAL_HINT_DISTANCE Set the coordinates of the scale pivot.
double[3] rotate_pivot VISUAL_HINT_DISTANCE Set the coordinates of the rotation pivot.
double[3] translate_offset VISUAL_HINT_DISTANCE Set the XYZ position of the pivot point of the item.
double[3] rotate_offset VISUAL_HINT_ANGLE Set the XYZ rotation of the pivot point of the item.
double[3] scale_offset VISUAL_HINT_SCALE Set the XYZ scaling of the pivot point of the item.
long rotation_offset_order VISUAL_HINT_DEFAULT Set the rotation axis mode.
bool display_visible VISUAL_HINT_DEFAULT Set whether the item is shown in the 3D View or not.
bool display_pickable VISUAL_HINT_DEFAULT Set whether the item is pickable in the 3D View or in the Image View.
long display_color VISUAL_HINT_DEFAULT Set the item color for constant or simple shading display in the 3D View.
double[3] display_custom_color VISUAL_HINT_COLOR Set the item custom color used for display in the 3D View when the Display Color attribute is set to Custom.
bool enable_motion_blur VISUAL_HINT_DEFAULT Set whether the renderer will do motion blur on the item or not.
bool enable VISUAL_HINT_DEFAULT Enable the illumination of the light during the computation of the shading for all objects.

CID#

class "LightPhysical" "Light" {
    abstract yes
    #version 0.9
    category "/Light/Physical"
    doc "An abstract physical light."
    attribute_group "lighting" {
        color "color" {
            doc "Emission color of the light."
            texturable yes
            animatable yes
            value 1 1 1
        }
        double "exposure" {
            doc "Exposure of the light."
            animatable yes
            numeric_range yes -100 100
            ui_range yes -5 20
            value 0.0
        }
        long "intensity_unit" {
            doc "The photometric unit used to determine the luminous intensity of the light."
            hidden yes
            read_only yes
            preset "Lumen (lm)" "0"
            preset "Lux (lx)" "2"
            preset "Nit (nt)" "1"
            value 1
        }
        double "intensity" {
            doc "The gain factor of the light."
            animatable yes
            numeric_range yes 0.0 1.79769313486232e+308
            value 1
        }
        color "contribution" {
            doc "Contribution of the light on the surface."
            texturable yes
            animatable yes
            value 1 1 1
        }
        long "mode" {
            doc "Set the mode to use when computing the illumination. The physical mode takes in account the surface of the light to compute its intensity."
            output "shading_light"
            preset "Normalized" "0"
            preset "Physical" "1"
            value 0
        }
        double "saturation" {
            doc "Saturation of the light."
            animatable yes
            slider yes
            numeric_range yes 0.0 100
            ui_range yes 0.0 5
            value 1
        }
    }
    attribute_group "lighting>sampling" {
        sample_per_pixel "sample_count" {
            doc "Set the number of samples per pixel to use to evaluate the light."
            numeric_range yes 0.0 65536
            ui_range yes 0.0 256
            value 16
        }
        double "low_light_threshold" {
            doc "Unshadowed illumination below which a light sample is readily assumed to be occluded, hence bypassing the calculation of its actual visibility to a given shading point so as to increase rendering speed."
            null_label "Use Renderer Settings"
            null_value "-1.0"
            numeric_range yes 0.0 1.79769313486232e+308
            ui_range yes 0.0 1.79769313486232e+308
            value -1
        }
    }
    attribute_group "lighting>visibility>weights>direct" {
        collapsed yes
        percentage "diffuse_weight" {
            doc "Multiply the light contribution on the diffuse lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "reflection_weight" {
            doc "Multiply the light contribution on the reflection lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "transmission_weight" {
            doc "Multiply the light contribution on the transmission lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "subsurface_weight" {
            doc "Multiply the light contribution on the subsurface lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "volume_weight" {
            doc "Multiply the light contribution on the volumes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
    }
    attribute_group "lighting>visibility>weights>indirect" {
        collapsed yes
        percentage "indirect_diffuse_weight" {
            doc "Multiply the light contribution on the diffuse lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "indirect_reflection_weight" {
            doc "Multiply the light contribution on the reflection lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "indirect_transmission_weight" {
            doc "Multiply the light contribution on the transmission lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "indirect_subsurface_weight" {
            doc "Multiply the light contribution on the subsurface lobes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
        percentage "indirect_volume_weight" {
            doc "Multiply the light contribution on the volumes."
            slider yes
            numeric_range yes 0.0 65536
            ui_range yes 0.0 1
            value 1
        }
    }
    attribute_group "lighting>visibility" {
        collapsed yes
        bool "unseen_by_camera" {
            doc "Set whether the object is hidden from the camera (primary rays) or not."
            value yes
        }
        bool "enable_light_occlusion" {
            doc "Set whether the light is occluder or not."
            value no
        }
    }
    attribute_group "lighting>visibility>shadows" {
        collapsed yes
        color "shadow_color" {
            doc "Shadow color of the light."
            animatable yes
            value 0.0 0.0 0.0
        }
        group "shadow_group" {
            doc "Group of objects that have to be considered when casting a ray for shadows or global illumination. If not set, the corresponding groups in the layer are taken by default."
            filter "SceneObject"
            null_label "Use 3D Layer"
            input "motion" "geometry"
            output "shading_light"
            dg_cyclic yes
            value ""
        }
    }
    attribute_group "lighting>visibility>path_depth" {
        collapsed yes
        long "diffuse_max_depth" {
            doc "Set whether the light is hidden from the diffuse reflections and transmissions after a number of diffuse bounces."
            null_label "Infinite"
            null_value "-1.0"
            output "shading"
            numeric_range yes 0.0 65536
            ui_range yes 0.0 16
            value -1
        }
        long "reflections_max_depth" {
            doc "Set whether the light is hidden from the specular and glossy reflections after a number of reflections bounces."
            null_label "Infinite"
            null_value "-1.0"
            output "shading"
            numeric_range yes 0.0 65536
            ui_range yes 0.0 16
            value -1
        }
        long "transmissions_max_depth" {
            doc "Set whether the light is hidden from the specular and glossy transmissions after a number of transmissions bounces."
            null_label "Infinite"
            null_value "-1.0"
            output "shading"
            numeric_range yes 0.0 65536
            ui_range yes 0.0 16
            value -1
        }
        long "volume_max_depth" {
            doc "Set whether the light is hidden from volume scattering after a number of scattering bounces."
            null_label "Infinite"
            null_value "-1.0"
            output "shading"
            numeric_range yes 0.0 65536
            ui_range yes 0.0 16
            value -1
        }
        long "shadows_max_depth" {
            doc "Set whether the light casts shadows after a number of bounces."
            null_label "Infinite"
            null_value "-1.0"
            output "shading"
            numeric_range yes 0.0 65536
            ui_range yes 0.0 16
            value -1
        }
        long "total_max_depth" {
            doc "Set whether the light is hidden from reflections and transmissions after a total number of indirect bounces."
            null_label "Infinite"
            null_value "-1.0"
            output "shading"
            numeric_range yes 0.0 65536
            ui_range yes 0.0 32
            value -1
        }
    }
    attribute_group "lighting>attenuation" {
        collapsed yes
        long "attenuation_mode" {
            doc "Enable the light intensity attenuation that multiplies the falloff to get the final light intensity decay."
            output "shading_light"
            preset "None" "0"
            preset "Near Only" "1"
            preset "Far Only" "2"
            preset "Near & Far" "3"
            preset "Curve" "4"
            value 0
        }
        distance "attenuation_near_start" {
            doc "Set the distance from the light at which near attenuation starts. Any object whose distance is shorter than the specified value will not receive any illumination from the light."
            output "shading_light"
            animatable yes
            numeric_range yes 0.0 1000000000
            ui_range yes 0.0 100
            read_only yes
            value 0.0
        }
        distance "attenuation_near_end" {
            doc "Set the distance from the light at which near attenuation ends. Any object whose distance is longer than the specified value will receive the full illumination from the light."
            output "shading_light"
            animatable yes
            numeric_range yes 0.0 1000000000
            ui_range yes 0.0 100
            read_only yes
            value 0.1
        }
        distance "attenuation_far_start" {
            doc "Set the distance from the light at which far attenuation starts. Any object whose distance is shorter than the specified value will receive the full illumination from the light."
            output "shading_light"
            animatable yes
            numeric_range yes 0.0 1000000000
            ui_range yes 0.0 100
            read_only yes
            value 10
        }
        distance "attenuation_far_end" {
            doc "Set the distance from the light at which far attenuation ends. Any object whose distance is longer than the specified value will not receive any illumination from the light."
            output "shading_light"
            animatable yes
            numeric_range yes 0.0 1000000000
            ui_range yes 0.0 100
            read_only yes
            value 10.1
        }
        curve "attenuation_curve" {
            doc "Multiplies the light intensity profile. The specified curve uses the distance of the object to the light as input."
            read_only yes
            value[] {
                key 4 0.0 1 0.0 0.0 0.0 -0.3333 0.0 0.3333 0.0 yes yes no yes
                key 4 1 0.0 0.0 0.0 0.0 -0.3333 0.0 0.3333 0.0 yes yes no yes
            }
        }
    }
    attribute_group "AOV" {
        collapsed yes
        string "light_path_expression_label" {
            doc "Set the light label in light path expressions."
            null_label "lights"
            null_value "lights"
            value "lights"
        }
        bool "aov_exclusive" {
            doc "If turned on, this light will not contribute to the beauty but only to Light Path Expression AOVs, and under the \'X\' symbol instead of the usual \'L\'. When enabled, this light will not contribute to the unoccluded results (\'U\' symbol in LPEs) either and will not be seen by the camera."
            value no
        }
    }
}