LightPhysical#
(Physical)
- Abstract Class
- Category:
/Light/Physical
- Default object name:
physical
- Inherits from: ProjectItem > SceneItem > Light
- Inherited by: LightPhysicalAmbient, LightPhysicalCylinder, LightPhysicalDistant, LightPhysicalEnvironment, LightPhysicalGeometry, LightPhysicalPlane, LightPhysicalSphere, LightPhysicalSpot
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
}
}
}