Fast Light Effects

 
 
 

Render Tree Usage

Category: Light

Shader Family: Light

Output: Color

This shader can create a variety of light effects using an image projected from the light source. It is meant to be used for lights that have a Volume Light or Flare property - see Applying a Volumic Light Property and Applying a Lens Flare Property for more information on these topics.

Parameters

Spread

Sets the angle (in degrees) of how the projected image decreases its visibility around the light area.

Scale

Allows the projected image to be resized relative to the lit area. Use this to make the image take up more or less of the projection area. By default, the image is actual size (1).

Rotation

Rotates the projected image. When using a spotlight, the projected image rotates about its center (center of the light cone). With point lights, the image is rotated longitudinally (like the earth spinning).

Tile

Tiles the projected image over the light area. Used when the projected image is scaled down and you wish to avoid having the edge of the map take up the color of the light source.

Projected Image

Defines an image to be projected from the light source (as a projector).

Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

Image View Window

Displays the selected image. You can right-click on the image to access the Image Clip Property Editor. If the image is a sequence, use the playback controls to play the sequence image.

Render Tree Usage

This shader can be connected in the render tree as well as the light shader stack. Select the light and click Update in the render tree command bar. Connect this shader to the Light Shader input. The default Soft_Light shader is connected to every light to give it a color and falloff and cause it to create shadows. You can also use a Color Correction, Invert, or any other type of Image Processing shader to fine-tune or alter the light effect. Make sure it is the last shader connected to the Light Shader input.