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This class is the abstract class that describes nonExtended lights (e.g., spot, point lights). Non-extended lights are lights which are not correctly represented physically, and are lights which disseminate from a single point source or direction (which there are no such things in the real world), and requires no numerical integration evaluations during shading of a point. Extended lights tends to be more physically accurate, which includes lights such as linear + area lights.

This node is abstract

Node nameParentsClassificationMFn typeCompatible function sets
nonExtendedLightShapeNodenonAmbientLightShapeNoderendernode

Related nodes

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

Attributes (31)

castSoftShadows, dmapBias, dmapFarClipPlane, dmapFilterSize, dmapFocus, dmapFrameExt, dmapLightName, dmapName, dmapNearClipPlane, dmapResolution, dmapSceneName, dmapUseMacro, dmapWidthFocus, fogShadowIntensity, lastWrittenDmapAnimExtName, lightRadius, receiveShadows, reuseDmap, useDepthMapShadows, useDmapAutoClipping, useDmapAutoFocus, useMidDistDmap, useOnlySingleDmap, useX+Dmap, useX-Dmap, useY+Dmap, useY-Dmap, useZ+Dmap, useZ-Dmap, volumeShadowSamples, writeDmap

Long name (short name)TypeDefaultFlags
lightRadius (lr) float0.0outputinputconnectablestorable
The light radius used to determine how soft the shadows (or the penumbra region) should be. The radius provides a spherical region in which we can jitter the shadow rays to fake soft shadows. The larger the light radius, the softer the shadows (or larger the penumbra region). Non-extended lights do not cast soft shadows mathematically (represented by the default radius of 0), which is why this light radius is needed to fake soft shadows.
castSoftShadows (cw) boolfalseoutputinputconnectablestorable
Turn on soft shadows. This is only useful when ray tracing shadows are turned on, and the light radius is larger than 0.
useDepthMapShadows (dms) boolfalseoutputinputconnectablestorablekeyable
Turn on depth map shadows.
reuseDmap (du) boolfalseoutputinputconnectablestorable
Reuse last written depth map.
useMidDistDmap (md) booltrueoutputinputconnectablestorable
Turn on mid distance depth map.
dmapFilterSize (fs) short1outputinputconnectablestorable
The depth map filter size. The larger the size, the softer the shadows (larger penumbra region).
dmapResolution (dr) short512outputinputconnectablestorable
The depth map resolution.
dmapBias (db) float0.001outputinputconnectablestorablekeyable
The depth map bias, used to escape bad self-shadowing artifacts.
dmapFocus (df) float90.0outputinputconnectablestorable
The depth map focus. If the auto focus is off, we need to rely on some region which we need to compute depth map shadows for, which is what this angle is meant for. This is only useful for spot + point lights, and the equivalent for directional lights ais the dmapWidthFocus.
dmapWidthFocus (dw) float100.0outputinputconnectablestorable
The depth map width focus for directional lights.
useDmapAutoFocus (af) booltrueoutputinputconnectablestorable
Automatic computation of the depth map bounding box focus.
volumeShadowSamples (nv) short20outputinputconnectablestorable
The number of volume shadow samples.
fogShadowIntensity (fsi) short1outputinputconnectablestorable
The amount of fog shadow exaggeration.
useDmapAutoClipping (uc) booltrueoutputinputconnectablestorable
Automatic computation of the depth map near/far clipping planes.
dmapNearClipPlane (nc) float0.001outputinputconnectablestorable
The depth map near clipping plane distance.
dmapFarClipPlane (fcp) float10000.0outputinputconnectablestorable
The depth map farclipping plane distance.
useOnlySingleDmap (us) booltrueoutputinputconnectablestorable
use a single map.
useX+Dmap (xp) booltrueoutputinputconnectablestorable
compute the X Positive Depthmap.
useX-Dmap (xn) booltrueoutputinputconnectablestorable
compute the X Negative Depthmap.
useY+Dmap (yp) booltrueoutputinputconnectablestorable
compute the Y Positive Depthmap.
useY-Dmap (yn) booltrueoutputinputconnectablestorable
compute the Y Negative Depthmap.
useZ+Dmap (zp) booltrueoutputinputconnectablestorable
compute the Z Positive Depthmap.
useZ-Dmap (zn) booltrueoutputinputconnectablestorable
compute the Z Negative Depthmap.
dmapUseMacro (dc) stringNULLoutputinputconnectablestorable
The Shadow Map Pre Callback Name
dmapName (smn) stringNULLoutputinputconnectablestorable
The Shadow Depth Map Name
dmapLightName (ul) booltrueoutputinputconnectablestorable
Use the light name in the depth map I/O file name.
dmapSceneName (um) boolfalseoutputinputconnectablestorable
Use the scene name in the depth map I/O file name.
dmapFrameExt (uf) boolfalseoutputinputconnectablestorable
Use the frame extension in the depth map I/O file name.
writeDmap (ws) boolfalseoutputinputconnectablestorable
write shadow depth maps to disk.
lastWrittenDmapAnimExtName (lw) stringNULLoutputinputconnectablestorable
Last written depth map Anim Extension Name
receiveShadows (gs) booltrueoutputinputconnectablestorable
sampleData = geometry receives shadows