LS_Colors : SpacewarpModifier

LS_Colors - superclass: SpacewarpModifier; super-superclass:MAXWrapper - classID: #(1250446478, 407706705) 

REMOVED from 3ds Max 2013: This feature has been completely removed.

Value > MAXWrapper > Modifier > LS_Colors

Constructor

LS_Colors ... lsColors ... 

   

Properties

<LS_Colors>.addToColors BooleanClass default: false -- boolean; Add_to_colors 

When set to true , the result of the color conversion is added to existing vertex color values, if there are any.

   

<LS_Colors>.brightness Float default: 50.0 -- animatable; float 

Controls the brightness of the displayed image on your monitor. The setting of this control does not affect the actual lighting levels in the model.

   

<LS_Colors>.contrast Float default: 50.0 -- animatable; float 

Controls the contrast between light and dark regions in the model.

   

<LS_Colors>.convertLight Integer default: 1 -- integer; Convert_Light 

   

<LS_Colors>.daylight Boolean default: true -- boolean 

Determines whether natural daylight is to be used in the calculation.

   

<LS_Colors>.exterior Boolean default: false -- boolean 

Used for exterior daylight simulations.

   

<LS_Colors>.useExposureControl Boolean default: false -- boolean; Use_Exposure_Control 

This option determines whether the Brightness, Contrast, Daylight and Exterior Scene parameters will be used for calculating the vertex colors, or the Exposure control attached to the scene.

   

<LS_Colors>.useSelfIllumination Boolean default: true -- boolean; Use_self_illumination 

Enable/Disable self-illumination usage.

NOTE:

The LS_Colors Spacewarp Modifier is only applicable to objects of the LightscapeMesh class imported from Lightscape using the Lightscape Solution File Importer.

When a Lightscape scene is imported, the radiosity values are kept as irradiances, that is they describe the intensity of light falling on a mesh in physical units. This modifier converts the physical units to RGB colors. In conjunction with the LS_Mesh modifier, this modifier can be used to produce meshes suitable for game engines.

See Also