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6.6. Physical camera
6.7. Color mapping
6.8. Stereo rendering
6.9. Miscellaneous
6.
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10. RT Engine
7. Minimal renderable scene
A. Brief plugin reference
A.1. Common plugins
Lights - see also section 3. above
LightOmni
decay
- The exponent for intensity decay. Default value is 2.0 which corresponds to the inverse square law.
LightDirect
beamRadius
- ???
LightSpot
- coneAngle -
- penumbraAngle -
- dropOff -
- falloffType -
- decay - The exponent for intensity decay. Default value is 2.0 which corresponds to the inverse square law.
LightRectangle
- noDecay - If set to true, light intensity will not fall off with distance. By default the inverse square law applies.
- doubleSided - Whether to emit light from the back sides of the rectangle.
- u_size - Width of the light in scene units.
- v_size - Length of the light in scene units.
- directional - Larger values make the light more concentrated along the +W axis in local UVW space.
- is_disc - True to round the rectangle to a disc (ellipse).
- rect_tex - A texture plugin to map onto the rectangle for light color.
- use_rect_tex - You also have to set this to true to actually use the rect_tex parameter.
- tex_resolution - The texture is actually resampled at this resolution. The default is 512, so even if you have a high resolution image, it may look pixelated if you don't increase this. This will consume more memory.
LightSphere
- noDecay - If set to true, light intensity will not fall off with distance. By default the inverse square law applies.
- radius - Radius of the generated sphere in scene units.
- sphere_segments - Number of flat segments composing the sphere. Increase from the default 20 if you want a smoother shape.
LightMesh
- noDecay - If set to true, light intensity will not fall off with distance. By default the inverse square law applies.
- doubleSided - Whether to emit light from the back sides of the triangles.
- geometry - A geometry plugin that will define the shape of the light. Note that complex geometries may make mesh lights slower and noisier.
- tex - A texture plugin to map onto the geometry for light color. This requires that the geometry plugin has valid UV data.
- use_tex - You also have to set this to true to actually use the tex parameter.
- tex_resolution - The texture is actually resampled at this resolution. The default is 256, so even if you have a high resolution image, it may look pixelated if you don't increase this. This will consume more memory.
LightDome
- dome_spherical - Set to true to extend the dome to a full sphere. By default it is only a half-dome centered at the scene zenith. SettingsUnitsInfo::scene_upDir needs to be properly set.
- dome_tex - A texture plugin to use for IBL. Note that this usually requires spherical mapping.
- use_dome_tex - You also have to set this to true to use the dome_tex.
- tex_resolution - The texture is actually resampled at this resolution. The default is 512, so even if you have a high resolution image, it may look pixelated if you don't increase this. This will consume more memory.
LightIES
- ies_file - Path to the file describing the light source
- filter_color - Use to tint the light. The default is white (1.0, 1.0, 1.0). Light color is defined by color temperature in the IES file.
- soft_shadows - Set to 0 (default) to cast hard shadows as point light; 1 to use the shape of the light for shadows; 2 to also use the shape for illumination
- power - Overrides the power specified in the file if > 0. The unit is lumens.
- ies_light_shape - Overrides the shape in the file if set to >= 0. Possible enumerated values: <TODO table>
- ies_light_width - Used if ies_light_shape override is on.
- ies_light_length - Used if ies_light_shape override is on.
- ies_light_height - Used if ies_light_shape override is on.
- ies_light_diameter - Used if ies_light_shape override is on.
SunLight
- transform - Similarly to the direct light plugin, the position doesn't matter as the light comes from infinity. The rotation matrix has to be set correctly, even though in theory the Sun is omnidirectional. The identity matrix results in light directed along the -Z axis, thus a noon Sun.
- target_transform - Currently doesn't make a difference. Don't leave uninitialized - set an identity transform.
- turbidity - See VRaySun
- ozone - See VRaySun
- water_vapour - See VRaySun
- size_multiplier - See VRaySun
- color_mode - See VRaySun. Values are 0, 1, 2 respectively for Filter, Direct, Override mode.
- intensity_multiplier - Control the intensity of the Sun. Try setting correct scales in SettingsUnitsInfo first.
- filter_color - Force a color tint. It's probably better to leave this white. See also the color_mode parameter. ground_albedo - Sky parameter, unused if there is no sky attached. Account for light reflected off an imaginary ground and scattered back in the sky. Default is (0.2, 0.2, 0.2).
- horiz_illum - Sky parameter, unused if there is no sky attached. Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky
- sky_model - Sky parameter, unused if there is no sky attached. Selects the mathematical model approximating sky illumination. Values: <TODO>
- up_vector - Set to (0.0, 1.0, 0.0) if your scene up-axis is +Y to have correct lighting.