LightPhysicalSpot#
(Spot)
- Category:
/Light/Physical/Area
- Default object name:
spot
- 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 |
---|---|---|---|
long[2] |
sampling_resolution |
VISUAL_HINT_PIXEL |
Set the resolution at which the texture must be sampled to detect light sources. A high value gives a better result but increases memory usage and initialization time. |
double |
radius |
VISUAL_HINT_DISTANCE |
Set the radius of the light source. |
double |
cone_angle |
VISUAL_HINT_ANGLE |
Set the field angle of the outgoing beam of light. |
double |
falloff_angle |
VISUAL_HINT_ANGLE |
Set the angle at the border of the outgoing cone of light for which the illumination is reduced. |
long |
projection_mode |
VISUAL_HINT_DEFAULT |
Set the spotlight model. The legacy model corresponds to a disk area light with an abrupt attenuation clipping all illumination outside the light cone, while mimicking soft edges using a fall-off angle, and possibly projecting a sharply-imaged texture. Instead, the lens defocus model simulates an actual projector with a thin lens refocusing the light beams in order to create a natural blur effect away from the specified focus plane. |
double |
focus_distance |
VISUAL_HINT_DISTANCE |
Set the distance from the light at which the projection is in focus. |
reference (SceneItem ) |
focus_object |
VISUAL_HINT_DEFAULT |
Use the input object to compute the focus distance. If none then focus_distance is used. |
double |
display_aim_distance |
VISUAL_HINT_DEFAULT |
Set the length of the display of the cone in the 3D view. |
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 "LightPhysicalSpot" "LightPhysical" {
#version 0.93
icon "light_spot.iconrc"
category "/Light/Physical/Area"
doc "A physical light that is sending the same illumination in all directions from its center."
attribute_group "lighting>sampling" {
pixel[2] "sampling_resolution" {
doc "Set the resolution at which the texture must be sampled to detect light sources. A high value gives a better result but increases memory usage and initialization time."
numeric_range yes 1 4096
ui_range yes 1 1024
read_only yes
value 512 512
}
}
attribute_group "lighting>shape" {
distance "radius" {
doc "Set the radius of the light source."
output "shading_light" "geometry"
animatable yes
numeric_range yes 0.0 100000000
ui_range yes 0.0 10
value 0.1
}
angle "cone_angle" {
doc "Set the field angle of the outgoing beam of light."
output "shading_light" "gl"
numeric_range yes 1 179.99999
ui_range yes 1 179.99999
value 30
}
angle "falloff_angle" {
doc "Set the angle at the border of the outgoing cone of light for which the illumination is reduced."
output "shading_light" "gl"
numeric_range yes 1e-05 179.99999
ui_range yes 1e-05 179.99999
value 5
}
}
attribute_group "lighting>projection" {
collapsed yes
long "projection_mode" {
doc "Set the spotlight model. The legacy model corresponds to a disk area light with an abrupt attenuation clipping all illumination outside the light cone, while mimicking soft edges using a fall-off angle, and possibly projecting a sharply-imaged texture. Instead, the lens defocus model simulates an actual projector with a thin lens refocusing the light beams in order to create a natural blur effect away from the specified focus plane."
output "shading_light"
preset "Legacy Area" "0"
preset "Lens Defocus" "1"
value 0
}
distance "focus_distance" {
doc "Set the distance from the light at which the projection is in focus."
output "shading_light" "geometry"
animatable yes
numeric_range yes 0.0 100000000
ui_range yes 0.0 100
read_only yes
value 1
}
reference "focus_object" {
doc "Use the input object to compute the focus distance. If none then focus_distance is used."
filter "SceneItem"
input "motion_translate"
read_only yes
value ""
}
}
attribute_group "display" {
double "display_aim_distance" {
doc "Set the length of the display of the cone in the 3D view."
output "gl"
numeric_range yes 1e-08 100000000
ui_range yes 0.1 100
value 10
}
}
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
}
}