Spot#
(LightPhysicalSpot)
- Category:
/Light/Physical/Area
- Default object name:
spot
Description#
A physical light that is sending the same illumination in all directions from its center.
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. |
Sampling Resolution | long[2] |
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. |
Radius | double |
Set the radius of the light source. |
Cone Angle | double |
Set the field angle of the outgoing beam of light. |
Falloff Angle | double |
Set the angle at the border of the outgoing cone of light for which the illumination is reduced. |
Projection Mode | long |
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. |
Focus Distance | double |
Set the distance from the light at which the projection is in focus. |
Focus Object | reference (SceneItem ) |
Use the input object to compute the focus distance. If none then focus_distance is used. |
Display Aim Distance | double |
Set the length of the display of the cone in the 3D view. |