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This page offers information about the Max Spot Light in Chaos Vantage.<= /p>
The Max Spot Light is the representation of the Spot light from 3ds Max = in Chaos Vantage. The Spot Light can only be accessed when imported with a = .vrscene file.
You can use the right mouse button click = to reset the parameters numeric values to defaults.
Lights that have [G] in = front of their name are grouped and share properties. Changing any value wi= ll be instanced in all the grouped lights. You can ungroup lights by clicki= ng the checkbox in front of "Grouped with ## other lights".
Listed parameters can be filtered by usin= g the Compact, Basic, an= d Advanced buttons.
Enabled =E2=80=93= Turns on and off the spot light.
Color =E2=80= =93 Changes the color of the spot light.
Intensity = =E2=80=93 Specifies the intensity of the spot light's brightness.
Shape type =E2=80= =93 Specifies the shape area from which the light casts rays.
Rectangle =E2=80=93=
Sets a rectangle shape for the light.
Smooth rectangle =E2=80=93 Sets a rectangle sh=
ape with rounded corners for the light.
Hotspot =E2=80=93= Specifies the angle of a spot light's cone in degrees.
Falloff =E2=80=93= Specifies the angle of a light's falloff in degrees.
Rect. aspect =E2= =80=93 Specifies the aspect ratio for the recta= ngular shape when Shape type is Rectangle= or Smooth rectangle.
Overshoot =E2=80= =93 When enabled, the light casts light in all directions. Texture projecti= ons and shadows occur only within its falloff cone.
Decay type =E2=80= =93 Sets the type of decay (reduces a light's intensity over distance) to u= se for the light.
Inverse =
=E2=80=93 Applies an inverse decay where luminance value is calculated by t=
he formula luminance=3DR 0 /R. R0 =
is the Near attenuation end va=
lue of the light if enabled and R is the radial dis=
tance of the illuminated surface from R0.
Inverse square =E2=80=93 Applie=
s an inverse-square decay where luminance value is calculated by the formul=
a luminance=3D(R 0 =
span> /R)2. R0 is the Near attenuation e=
nd value of the light if enabled and R is the radial dist=
ance of the illuminated surface from R0.
Decay start =E2= =80=93 Specifies the distance at which the light begins to decay. Value is = ignored if Near attenuation is enabled.
Projector tex =E2= =80=93 Specifies the texture to be used for color projection.
Load projector tex =E2=80=93 Opens a browse window to load the texture to be used for projec= tion.
Image gamma =E2= =80=93 Specifies the color space for the loaded Projector tex.
=
Linear =E2=80=93 Sets the loaded projector texture to be i=
nterpreted in Linear color space.
Auto =E2=80=93 Automa=
tically determines the color transfer function. If a bitmap file name conta=
ins the string "_srgb", the transfer function is sRGB. If a bitmap file nam=
e contains the strings "_lin_srgb" or "raw", no correction is applied. For =
bitmap files with 8 bits per color component, 3 or 4 color components (like=
png, jpg, and other) and no suffix, the transfer function is sRGB. In all =
other cases, no correction is applied.
Near attenuation = =E2=80=93 Enables near attenuation for the light.
Near attenuation end =E2=80=93 Sets the distance at which the light is at full intensity.
Far attenuation = =E2=80=93 Enables far attenuation for the light.
Far attenuation end =E2=80=93 Sets the distance at which the light is at zero intensity.
Shadow shape =E2= =80=93 Specifies the shape for the light from which shadow rays are cast.= span>
Sphere =E2=80=93 Sets a spher=
e shape the light.
U size =E2=80=93 = Specifies the length of the box shape when Shadow shape is Box or the diameter of the sphere Shadow sha= pe is Sphere.
V size =E2=80=93 = Specifies the width of the box shape when Shadow shape is Box.
W size =E2=80=93 = Specifies the height of the box shape when Shadow shape is Box.
Shadows =E2=80=93= When enabled (the default), the light casts shadows. Turn this option off = to disable shadow casting for the light. The value mo= ves the shadow toward or away from the shadow-casting object(s). Higher val= ues move the shadow toward the object(s), while lower values move it away. = If this value is too extreme, shadows can "leak" through places they should= n't or "detach" from an object. Other effects from extreme values include M= oire patterns, out-of-place dark areas on surfaces, and shadows not appeari= ng at all in the rendering.
Affect diffuse = =E2=80=93 Determines whether the light affects the diffuse portion of the m= aterials. The value controls the light's contribution to the= diffuse portion of the materials.
Affect specular = =E2=80=93 Determines whether the light affects the specular portion of the = materials. The value controls the light's contribution to specular ref= lections.
Use global mult.&=
nbsp;=E2=80=93 When enabled, uses the Enable Lights value =
(Render tab > Advanced mode > Lighting rollout) as a multiplier to Intensity value. When disabled, the light is independent fro=
m the global multiplier.
Soft shadows =E2= =80=93 When enabled, the light shape is considered for illumination and the= light is going to generate soft shadows. When disabled, the light is going= to generate sharp shadows.
Area speculars = =E2=80=93 When enabled, the shape of the light is visible in the specular r= eflections. When disabled, the particular light is rendered as a point ligh= t in the specular reflections.