LightPhysicalAmbient#
(Ambient)
- Category:
/Light/Physical/Infinite
- Default object name:
ambient
- Inherits from: ProjectItem > SceneItem > Light > LightPhysical
Description#
A physical light that is giving a constant illumination to all objects.
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. |
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. |
double |
saturation |
VISUAL_HINT_DEFAULT |
Saturation of 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. |
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 |
total_max_depth |
VISUAL_HINT_DEFAULT |
Set whether the light is hidden from reflections and transmissions after a total number of indirect bounces. |
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. |
CID#
class "LightPhysicalAmbient" "LightPhysical" {
#version 0.92
icon "light_ambient.iconrc"
category "/Light/Physical/Infinite"
doc "A physical light that is giving a constant illumination to all objects."
set "translate" {
input "motion_translate"
output "motion"
private no
hidden no
saveable yes
texturable no
animatable yes
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 0.0 0.0 0.0
}
set "scale" {
input "motion_scale"
output "motion"
private no
hidden no
saveable yes
texturable no
animatable yes
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 1 1 1
}
set "intensity_unit" {
doc "The photometric unit used to determine the luminous intensity of the light. Only the Candela unit is available for this light."
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only yes
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
preset "Lumen (lm)" "0"
preset "Lux (lx)" "2"
preset "Nit (nt)" "1"
value 1
}
set "mode" {
output "shading_light"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
preset "Normalized" "0"
preset "Physical" "1"
value 0
}
set "sample_count" {
private yes
hidden no
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 65536
ui_range yes 0.0 256
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 16
}
set "enable_light_occlusion" {
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value no
}
set "shadow_color" {
private yes
hidden no
saveable yes
texturable no
animatable yes
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 1 1 1
}
set "shadow_group" {
filter "SceneObject"
null_label "Use 3D Layer"
input "motion" "geometry"
output "shading_light"
private yes
hidden no
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic yes
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value ""
}
set "shadows_max_depth" {
null_label "Infinite"
null_value "-1.0"
output "shading"
private yes
hidden no
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 65536
ui_range yes 0.0 16
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 0
}
set "attenuation_mode" {
output "shading_light"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
preset "None" "0"
preset "Near Only" "1"
preset "Far Only" "2"
preset "Near & Far" "3"
preset "Curve" "4"
value 0
}
set "attenuation_near_start" {
output "shading_light"
private no
hidden yes
saveable yes
texturable no
animatable yes
slider no
numeric_range yes 0.0 1000000000
ui_range yes 0.0 100
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only yes
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 0.0
}
set "attenuation_near_end" {
output "shading_light"
private no
hidden yes
saveable yes
texturable no
animatable yes
slider no
numeric_range yes 0.0 1000000000
ui_range yes 0.0 100
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only yes
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 0.1
}
set "attenuation_far_start" {
output "shading_light"
private no
hidden yes
saveable yes
texturable no
animatable yes
slider no
numeric_range yes 0.0 1000000000
ui_range yes 0.0 100
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only yes
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 10
}
set "attenuation_far_end" {
output "shading_light"
private no
hidden yes
saveable yes
texturable no
animatable yes
slider no
numeric_range yes 0.0 1000000000
ui_range yes 0.0 100
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only yes
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 10.1
}
set "attenuation_curve" {
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only yes
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable 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
}
}
}