LightPhysicalSphere#
(Sphere)
- Category:
/Light/Physical/Area
- Default object name:
sphere
- Inherits from: ProjectItem > SceneItem > Light > LightPhysical
Description#
A physical light that is sending the same illumination in all directions from its center.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
double |
radius |
VISUAL_HINT_DISTANCE |
Set the radius of the light source. If it is 0 the light is consider as a point light |
long |
direction |
VISUAL_HINT_DEFAULT |
Set the direction of the illumination. |
bool |
enable_ies |
VISUAL_HINT_DEFAULT |
Angular emission type used for this light. |
string |
ies_filename |
VISUAL_HINT_FILENAME_OPEN |
IES file name. |
double |
mix |
VISUAL_HINT_DEFAULT |
Mixes in the amount of IES output you want. |
long |
interpolation_type |
VISUAL_HINT_DEFAULT |
Type of angular interpolation used. |
double |
cone_angle_angular |
VISUAL_HINT_ANGLE |
The full aperture of the Spot. |
double |
softness |
VISUAL_HINT_PERCENTAGE |
Multiplier for the angular penumbra of the Spot. |
double |
softness_exponent |
VISUAL_HINT_DEFAULT |
Exponent used for the softness of the Spot. |
double |
spot_scale |
VISUAL_HINT_SCALE |
Scale of the spot angle. |
double |
light_power |
VISUAL_HINT_DEFAULT |
Power, in units homogeneous to Watts. |
long |
volume_sampler |
VISUAL_HINT_DEFAULT |
Specifies the accuracy of the importance sampling used to place volume samples. Basic mode is faster and distributes samples using a simple distribution. Advanced mode samples the light much more precisely and is good for lights with narrow beams such a spot and IES lights. It may be slightly slower for large numbers of lights. |
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. |
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. |
CID#
class "LightPhysicalSphere" "LightPhysical" {
#version 0.94
icon "light_sphere.iconrc"
category "/Light/Physical/Area"
doc "A physical light that is sending the same illumination in all directions from its center."
aliases "LightPhysicalPoint"
attribute_group "lighting>shape" {
distance "radius" {
doc "Set the radius of the light source. If it is 0 the light is consider as a point light"
output "shading_light" "geometry"
animatable yes
numeric_range yes 0.0 100000000
ui_range yes 0.0 10
value 0.005
}
long "direction" {
doc "Set the direction of the illumination."
output "shading_light" "geometry" "gl"
preset "Single sided" "0"
preset "Double sided" "1"
value 0
}
}
attribute_group "lighting>shape>ies" {
collapsed yes
bool "enable_ies" {
doc "Angular emission type used for this light."
value no
}
filename_open "ies_filename" {
doc "IES file name."
extension "exr" "ies" "tex" "tx"
read_only yes
value ""
}
}
attribute_group "lighting>shape>ies>advanced" {
collapsed yes
ui_weight 1000
double "mix" {
doc "Mixes in the amount of IES output you want."
animatable yes
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
read_only yes
value 1
}
long "interpolation_type" {
doc "Type of angular interpolation used."
preset "Bilinear" "0"
preset "Bicubic" "1"
preset "Linear Monotone Cubic" "2"
value 1
}
angle "cone_angle_angular" {
doc "The full aperture of the Spot."
animatable yes
slider yes
numeric_range yes 1 360
ui_range yes 10 360
read_only yes
value 360
}
percentage "softness" {
doc "Multiplier for the angular penumbra of the Spot."
animatable yes
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
read_only yes
value 0.1
}
double "softness_exponent" {
doc "Exponent used for the softness of the Spot."
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 5
read_only yes
value 1
}
scale "spot_scale" {
doc "Scale of the spot angle."
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 10
read_only yes
value 1
}
double "light_power" {
doc "Power, in units homogeneous to Watts."
animatable yes
slider yes
numeric_range yes 0.0 10000
ui_range yes 0.0 10000
read_only yes
value 20
}
long "volume_sampler" {
doc "Specifies the accuracy of the importance sampling used to place volume samples. Basic mode is faster and distributes samples using a simple distribution. Advanced mode samples the light much more precisely and is good for lights with narrow beams such a spot and IES lights. It may be slightly slower for large numbers of lights."
preset "Off" "0"
preset "Basic" "1"
preset "Advanced" "2"
value 2
}
}
set "translate" {
input "motion_translate"
output "shading_light" "motion_translate"
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 "rotate" {
input "motion_rotate"
output "shading_light" "motion_rotate"
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 "shading_light" "motion_scale"
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 "shear" {
input "motion_scale"
output "shading_light" "motion_scale"
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 "rotation_order" {
output "shading_light" "motion_rotate"
private no
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 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 "XYZ" "8193"
preset "XZY" "4353"
preset "YZX" "1"
preset "YXZ" "8449"
preset "ZXY" "4097"
preset "ZYX" "257"
value 4097
}
set "inherit_transform" {
output "shading_light" "motion"
private no
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 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 yes
}
set "constraints" {
filter "Constraint"
input "motion"
output "shading_light" "motion"
private no
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 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 <empty>
}
set "translate_offset" {
output "shading_light" "motion_translate"
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 "rotate_offset" {
output "shading_light" "motion_rotate"
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_offset" {
output "shading_light" "motion_scale"
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 "rotation_offset_order" {
output "shading_light" "motion_rotate"
private no
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 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 "Invert Rotation Order" "0"
preset "XYZ" "8193"
preset "XZY" "4353"
preset "YZX" "1"
preset "YXZ" "8449"
preset "ZXY" "4097"
preset "ZYX" "257"
value 4097
}
}