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This class contains the "shape" information for all lights.

This node is abstract

Node nameParentsClassificationMFn typeCompatible function sets
lightshaperendernode

Related nodes

camera, dropoffLocator, ambientLight, nonAmbientLightShapeNode, nonExtendedLightShapeNode, areaLight, directionalLight, spotLight, pointLight

Attributes (51)

The following quick index only shows top-level attributes (too many attributes to show them all): centerOfIllumination, color (3), infoBits, intensity, lightData (14), locatorScale, matrixEyeToWorld, matrixWorldToEye, objectId, opticalFXvisibility (3), pointCamera (3), primitiveId, rayDepth, rayDepthLimit, raySampler, renderState, shadowColor (3), shadowRays, useRayTraceShadows, uvCoord (2), uvFilterSize (2)

Long name (short name)TypeDefaultFlags
centerOfIllumination (col) double5.0outputinputconnectablestorable
Distance to the center of illumination
color (cl) float31.0, 1.0, 1.0outputinputconnectablestorable
The input color.
colorR (cr) float0.0outputinputconnectablestorablekeyable
The red component of the input color.
colorG (cg) float0.0outputinputconnectablestorablekeyable
The green component of the input color.
colorB (cb) float0.0outputinputconnectablestorablekeyable
The blue component of the input color.
matrixEyeToWorld (etw) fltMatrixidentityinputconnectable
The matrix that takes eye to world.
infoBits (ib) integer0outputinputconnectablehidden
Information bits passing along information about type of shading
intensity (in) float1.0outputinputconnectablestorablekeyable
The intensity fo the light.
lightData (ltd) lightDataNULLoutputconnectable
The lighting information this node computes.
lightDirection (ld) float3outputconnectable
The light direction.
lightDirectionX (ldx) float0.0outputconnectable
The x component of the direction.
lightDirectionY (ldy) float0.0outputconnectable
The y component of the direction.
lightDirectionZ (ldz) float0.0outputconnectable
The z component of the direction.
lightIntensity (li) float3outputconnectable
The light intensity (its a colour).
lightIntensityR (lir) float0.0outputconnectable
The red component of the intensity.
lightIntensityG (lig) float0.0outputconnectable
The green component of the intensity.
lightIntensityB (lib) float0.0outputconnectable
The blue component of the intensity.
lightAmbient (la) boolfalseoutputconnectable
The boolean that indicates if the light has an ambient component.
lightDiffuse (ldf) boolfalseoutputconnectable
The boolean that indicates if the light has a diffuse component.
lightSpecular (ls) boolfalseoutputconnectable
The boolean that indicates if the light has a specular component.
lightShadowFraction (lsf) float0.0outputconnectable
The visibility fraction to the light. value is in [0,1]
preShadowIntensity (psi) float0.0outputconnectable
The pre shadow light intensity.
lightBlindData (lbl) addrNULLoutputconnectablehidden
The light's blind data.
locatorScale (lls) double1.0outputinputconnectablestorable
Scale factor for the light locator.
shadowRays (shr) short1outputinputconnectablestorable
The number of rays used for soft shadow sampling.
objectId (oi) addr0inputconnectablehidden
TrenderGroup*
opticalFXvisibility (ov) float31.0, 1.0, 1.0outputconnectable
The visibility of the light (for optical FX)
opticalFXvisibilityR (ovr) float0.0outputconnectable
The red component of the visibility of the light (for optical FX)
opticalFXvisibilityG (ovg) float0.0outputconnectable
The green component of the visibility of the light (for optical FX)
opticalFXvisibilityB (ovb) float0.0outputconnectable
The blue component of the visibility of the light (for optical FX)
pointCamera (p) float31.0, 1.0, 1.0inputconnectablestorable
The surface point.
pointCameraX (px) float0.0inputconnectablestorable
The x-component of the position.
pointCameraY (py) float0.0inputconnectablestorable
The y-component of the position.
pointCameraZ (pz) float0.0inputconnectablestorable
The z-component of the position.
primitiveId (pi) integer0inputconnectablehidden
TrenderGroup*
rayDepth (rd) short0inputconnectablehidden
ray depth of the current ray
rayDepthLimit (rdl) short3outputinputconnectablestorable
max ray depth allowed
raySampler (rts) addr0inputconnectablehidden
TraySampler*
renderState (rdst) integer0inputconnectablestorable
the render state, i.e. depthMap computation, pre-illuimnation, regular rendering, post processing, raytracing, etc.
shadowColor (sc) float30.0, 0.0, 0.0outputinputconnectablestorable
The input shadow color.
shadColorR (scr) float0.0outputinputconnectablestorablekeyable
The red component of the input shadow color.
shadColorG (scg) float0.0outputinputconnectablestorablekeyable
The green component of the input shadow color.
shadColorB (scb) float0.0outputinputconnectablestorablekeyable
The blue component of the input shadow color.
useRayTraceShadows (urs) booltrueoutputinputconnectablestorablekeyable
Do I ray trace my shadows?
uvCoord (uv) float20.0, 0.0outputconnectablehidden
The UV coords of the current sample point
uCoord (uu) float0.0outputconnectablehidden
The u component of the current sample position
vCoord (vv) float0.0outputconnectablehidden
The v component of the current sample position
uvFilterSize (fq) float20.0, 0.0outputconnectablehidden
The sample (filter) size
uvFilterSizeX (fsx) float0.0outputinputconnectablehidden
The X size of the filter (sample)
uvFilterSizeY (fsy) float0.0outputinputconnectablehidden
The Y size of the filter (sample)
matrixWorldToEye (wte) fltMatrixidentityinputconnectable
The matrix that takes world space to eye space