LightPhysicalGeometry#
(Geometry)
- Category:
/Light/Physical/Area
- Default object name:
geometry
- Inherits from: ProjectItem > SceneItem > Light > LightPhysical
Description#
A physical light having a geometry as support.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
double |
weight |
VISUAL_HINT_PERCENTAGE |
Intensity of the emission color |
long |
texture_importance_sampling |
VISUAL_HINT_DEFAULT |
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. |
reference (SceneObject ) |
geometry |
VISUAL_HINT_DEFAULT |
Set the geometry support of the light. |
long |
sidedness |
VISUAL_HINT_DEFAULT |
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. |
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 "LightPhysicalGeometry" "LightPhysical" {
#version 0.93
icon "light_geometry.iconrc"
category "/Light/Physical/Area"
doc "A physical light having a geometry as support."
attribute_group "lighting" {
percentage "weight" {
doc "Intensity of the emission color"
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10000000
ui_range yes 0.0 1
value 1
}
}
attribute_group "lighting>sampling" {
long "texture_importance_sampling" {
doc "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."
preset "None" "0"
preset "Color" "1"
preset "Weight" "2"
preset "Both" "3"
value 0
}
}
attribute_group "lighting>shape" {
reference "geometry" {
doc "Set the geometry support of the light."
filter "SceneObject"
dirtiness_pass_through yes
value ""
}
long "sidedness" {
doc "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."
preset "Single" "0"
preset "Double" "1"
preset "Invert" "2"
value 1
}
}
attribute_group "material" {
reference "material" {
doc "Internal material used to evaluate the emission of the geometry."
filter "MaterialPhysicalLightGeometry"
hidden yes
promote_attribute yes
value ""
}
}
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
}
set "mode" {
output "shading_light"
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 "Normalized" "0"
preset "Physical" "1"
value 1
}
set "unseen_by_camera" {
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 no
}
set "enable_light_occlusion" {
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 no
}
}