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

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
volumeLightpointLightlight:drawdb/light/volumeLightkVolumeLightkBase
kNamedObject
kDependencyNode
kDagNode
kShape
kLight
kNonAmbientLight
kNonExtendedLight
kVolumeLight

Related nodes

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

Attributes (17)

arc, colorRange, colorRange_Color, colorRange_ColorB, colorRange_ColorG, colorRange_ColorR, colorRange_Interp, colorRange_Position, coneEndRadius, emitAmbient, lightAngle, lightShape, penumbra, penumbra_FloatValue, penumbra_Interp, penumbra_Position, volumeLightDir

Long name (short name)TypeDefaultFlags
lightShape (lis) enum1outputinputconnectablestorable
This determines the volumetric shape of the light.
volumeLightDir (vld) enum0outputinputconnectablestorable
This determines the direction of the light within the volume. Outward has light moving away from the center of a Box or Sphere and away from the central axis of a Cylinder or Cone. Inward is the reverse of the direction. One can light from the outside of a sphere going in. Up Axis is like a directional light pointing in the positive y direction. Down axis points in the negative y direction. Note that Inward will not always shadow in a desirable fashion.
arc (ac) float360.0outputinputconnectablestorable
An angular slice about the y axis. 180 and 360 degrees are probably the most useful settings. 180 is like slicing the light in half, while 360 is the full light.
coneEndRadius (cer) float0.0outputinputconnectablestorable
The relative size of the one end of the cone. At a value of 1.0 it is a cylinder, while at 0 it is a cone.
colorRange (crg) compoundn/aarrayoutputinputconnectablestorable
The color of the light from the center to the edge of the volume. By changing the ramp values one can decay or change color along the defined light direction.
colorRange_Position (crgp) float0.0outputinputconnectablestorable
Position of ramp value on normalized 0-1 scale
colorRange_Color (crgc) float3outputinputconnectablestorable
Ramp color at the sibling position
colorRange_ColorR (crgcr) float0.0outputinputconnectablestorable
Ramp red channel value at the sibling position
colorRange_ColorG (crgcg) float0.0outputinputconnectablestorable
Ramp green channel value at the sibling position
colorRange_ColorB (crgcb) float0.0outputinputconnectablestorable
Ramp blue channel value at the sibling position
colorRange_Interp (crgi) enum0outputinputconnectablestorable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

penumbra (pen) compoundn/aarrayoutputinputconnectablestorable
The range of light intensity with distance from the primary axis of a Cylinder or Cone volume light. This has no effect if Sphere or Cube shape is used.
penumbra_Position (penp) float0.0outputinputconnectablestorable
Position of ramp value on normalized 0-1 scale
penumbra_FloatValue (penfv) float0.0outputinputconnectablestorable
Ramp value at the sibling position
penumbra_Interp (peni) enum0outputinputconnectablestorable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

emitAmbient (ema) boolfalseoutputinputconnectablestorable
If true then light affects surfaces in a non directional fashion. When combined with Emit Diffuse the lighting at a surface will be half applied using the surface/light angle, and half in a nondirectional fashion. If Emit Diffuse is off then the light will be totally omnidirectional.
lightAngle (lang) float0.0outputinputconnectablestorable
The soft shadow light sampling angle.