Shader: "distant"
"distant"

ClassLight Source
Synopsis Parallel light from a distant source.
Arguments

"intensity" Description: The intensity of the light.
Default:1.0
Hint:-
"intensity units" Description: The units of light intensity (empirical, lux, kilolux, or footcandle).
Default:LI_INTEN_UNITS_EMPIRICAL
Hint:-
"colour" Description: The RGB colour of the light emitted. Set this to white (the default) if you wish to specify a colour temperature instead.
Default:(1.0, 1.0, 1.0)
Hint: [ 0, 1 ], [ 0, 1 ], [ 0, 1 ]
"colour temperature" Description: The colour of the light may optionally be defined in terms of a temperature, in Kelvin. Set this to zero (the default) if you wish the colour to be specified in terms of the RGB value only.
Default:0.0
Hint:[450, 50000]
"location" Description: The direction of the distant lighting is described in terms of the line between two points, "location" and "to".
Default:(0.0, 0.0, 1.0)
Hint:-
"to" Description: The direction of the distant lighting is described in terms of the line between two points, "location" and "to".
Default:(0.0, 0.0, 0.0)
Hint:-
"shadows" Description: Switch shadows on or off for this light source.
Default:FALSE
Hint:-
"shadow type" Description: Specify hard (ray-cast) or soft (shadow-mapped) shadows.
Default:LI_SHADOW_TYPE_SOFT
Hint:-
"shadow transparency" Description: Specify the way that shadows through transparent objects are handled.
Default:LI_TRANS_SHADOW_GLOBAL
Hint:-
"shadow acceleration" Description: Specify method used for accelerating ray cast shadows.
Default:LI_SHADOW_ACC_NONE
Hint:-
"shadow resolution" Description: The resolution of the shadow map (if soft shadows are specified).
Default:256
Hint:[ 50, 2048 ]
"shadow quality" Description: The quality of the shadows generated using the shadow map (if soft shadows are specified).
Default:4
Hint:[ 4, 9 ]
"shadow softness" Description: The softness of the edges of shadows generated using the shadow map (if soft shadows are specified).
Default:1.0
Hint:[ 1, 4 ]
"shadow tolerance" Description: Modify the shadow map sampling distance, to deal with self shadowing artifacts that can be apparent with low resolution, high softness shadows. They usually appear as either grid like patterns of smudges or moire patterns. A value of 0.0 specifies no effect, a value of 1.0 causes all shadows to vanish. Values of around 0.1 to 0.2 are usually sufficient to deal with most artifacts. The value of this parameter should be as small as possible. The reason for this is that large values can cause shadows to disappear from objects close to the object casting the shadow.
Default:0.0
Hint:[ 0, 0.1 ]
"scattering" Description: Specify whether the light will cause scattering effects when used in conjunction with the "scattering medium" foreground.
Default:FALSE
Hint:-
"lighting components" Description: Specify how the contribution of the light should be modelled during final gather rendering. The indirect diffuse and specular illumination components can be handled by final gather, or omitted altogether. Alternatively, this argument can be set to 'Use Global Setting' and the behaviour will then depend on the 'Global Lighting Components' argument of the parent controller or render style.
Default:LI_LIGHTING_COMPONENT_USE_GLOBAL
Hint:-

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