# Geometry#

(LightPhysicalGeometry)

• Category: /Light/Physical/Area
• Default object name: geometry

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## Description#

A physical light having a geometry as support.

## Attributes#

Name Type Description
Translate double[3] Set the XYZ position of the item relative to its parent item.
Rotate double[3] Set the XYZ rotation of the item relative to its parent item.
Scale double[3] Set the XYZ scaling of the item relative to its parent item.
Shear double[3] Set the XYZ shear of the item relative to its parent item.
Rotation Order long Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ
Parent reference (SceneItem) Set the parent item of the item.
Inherit Transform bool Does the current object inherits its parent transformation ?
Reference Frame long 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.
Constraints object[] (Constraint) Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item.
Scale Pivot double[3] Set the coordinates of the scale pivot.
Rotate Pivot double[3] Set the coordinates of the rotation pivot.
Translate Offset double[3] Set the XYZ position of the pivot point of the item.
Rotate Offset double[3] Set the XYZ rotation of the pivot point of the item.
Scale Offset double[3] Set the XYZ scaling of the pivot point of the item.
Rotation Offset Order long Set the rotation axis mode.
Display Visible bool Set whether the item is shown in the 3D View or not.
Display Pickable bool Set whether the item is pickable in the 3D View or in the Image View.
Display Color long Set the item color for constant or simple shading display in the 3D View.
Display Custom Color double[3] Set the item custom color used for display in the 3D View when the Display Color attribute is set to Custom.
Enable Motion Blur bool Set whether the renderer will do motion blur on the item or not.
Enable bool Enable the illumination of the light during the computation of the shading for all objects.
Color double[3] Emission color of the light.
Exposure double Exposure of the light.
Intensity double The gain factor of the light.
Contribution double[3] Contribution of the light on the surface.
Mode long Set the mode to use when computing the illumination. The physical mode takes in account the surface of the light to compute its intensity.
Saturation double Saturation of the light.
Sample Count long Set the number of samples per pixel to use to evaluate the light.
Low Light Threshold double 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.
Diffuse Weight double Multiply the light contribution on the diffuse lobes.
Reflection Weight double Multiply the light contribution on the reflection lobes.
Transmission Weight double Multiply the light contribution on the transmission lobes.
Subsurface Weight double Multiply the light contribution on the subsurface lobes.
Volume Weight double Multiply the light contribution on the volumes.
Indirect Diffuse Weight double Multiply the light contribution on the diffuse lobes.
Indirect Reflection Weight double Multiply the light contribution on the reflection lobes.
Indirect Transmission Weight double Multiply the light contribution on the transmission lobes.
Indirect Subsurface Weight double Multiply the light contribution on the subsurface lobes.
Indirect Volume Weight double Multiply the light contribution on the volumes.
Unseen By Camera bool Set whether the object is hidden from the camera (primary rays) or not.
Enable Light Occlusion bool Set whether the light is occluder or not.
Shadow Color double[3] Shadow color of the light.
Shadow Group reference (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.
Diffuse Max Depth long Set whether the light is hidden from the diffuse reflections and transmissions after a number of diffuse bounces.
Reflections Max Depth long Set whether the light is hidden from the specular and glossy reflections after a number of reflections bounces.
Transmissions Max Depth long Set whether the light is hidden from the specular and glossy transmissions after a number of transmissions bounces.
Volume Max Depth long Set whether the light is hidden from volume scattering after a number of scattering bounces.
Shadows Max Depth long Set whether the light casts shadows after a number of bounces.
Total Max Depth long Set whether the light is hidden from reflections and transmissions after a total number of indirect bounces.
Attenuation Mode long Enable the light intensity attenuation that multiplies the falloff to get the final light intensity decay.
Attenuation Near Start double 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.
Attenuation Near End double 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.
Attenuation Far Start double 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.
Attenuation Far End double 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.
Attenuation Curve curve Multiplies the light intensity profile. The specified curve uses the distance of the object to the light as input.
Light Path Expression Label string Set the light label in light path expressions.
Aov Exclusive bool 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.
Weight double Intensity of the emission color
Texture Importance Sampling long When None, no texture importance sampling is performed. When Color, the Color input texture is importance sampled. This mode should be used when only the Color attribute of the light textured. This is typically the case when using an HDR texture encoding both color and intensity. When Weight, the Weight input texture is importance sampled. This mode can be useful when you explicitly want to vary the color texture according to a spatial projection based on the position of the instance such as world projections, texture switch or instance color for example. Please note that setting this mode while texturing Color can lead to a degradation of the quality of the importance sampling if the intensity/weight component is encoded to the color textures. When Both, both Color and Weight input textures are importance sampled. This mode should be used when using specific textures for Color and Weight.
Geometry reference (SceneObject) Set the geometry support of the light.
Sidedness long Sidedness of this surface used for this geometry light. 'Single' keeps the original normals no matter what. 'Double' may flip the normal to be oriented toward the incomming direction. 'Invert' flips the original normal no matter what.