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

This node is abstract

Node name Parents Classification MFn type Compatible function sets
light shape rendernode

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) Type Default Flags
color (cl) float3 1.0, 1.0, 1.0 outputinputconnectablestorable
The input color.
colorR (cr) float 0.0 outputinputconnectablestorablekeyable
The red component of the input color.
colorG (cg) float 0.0 outputinputconnectablestorablekeyable
The green component of the input color.
colorB (cb) float 0.0 outputinputconnectablestorablekeyable
The blue component of the input color.
intensity (in) float 1.0 outputinputconnectablestorablekeyable
The intensity fo the light.
useRayTraceShadows (urs) bool false outputinputconnectablestorablekeyable
Do I ray trace my shadows?
shadowColor (sc) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
The input shadow color.
shadColorR (scr) float 0.0 outputinputconnectablestorablekeyable
The red component of the input shadow color.
shadColorG (scg) float 0.0 outputinputconnectablestorablekeyable
The green component of the input shadow color.
shadColorB (scb) float 0.0 outputinputconnectablestorablekeyable
The blue component of the input shadow color.
shadowRays (shr) short 1 outputinputconnectablestorable
The number of rays used for soft shadow sampling.
rayDepthLimit (rdl) short 1 outputinputconnectablestorable
max ray depth allowed
centerOfIllumination (col) double 5.0 outputinputconnectablestorable
Distance to the center of illumination
pointCamera (p) float3 1.0, 1.0, 1.0 inputconnectablestorable
The surface point.
pointCameraX (px) float 0.0 inputconnectablestorable
The x-component of the position.
pointCameraY (py) float 0.0 inputconnectablestorable
The y-component of the position.
pointCameraZ (pz) float 0.0 inputconnectablestorable
The z-component of the position.
matrixWorldToEye (wte) fltMatrix identity inputconnectable
The matrix that takes world space to eye space
matrixEyeToWorld (etw) fltMatrix identity inputconnectable
The matrix that takes eye to world.
objectId (oi) addr 0 inputconnectablehidden
TrenderGroup*
primitiveId (pi) integer 0 inputconnectablehidden
TrenderGroup*
raySampler (rts) addr 0 inputconnectablehidden
TraySampler*
rayDepth (rd) short 0 inputconnectablehidden
ray depth of the current ray
renderState (rdst) integer 0 inputconnectablestorable
the render state, i.e. depthMap computation, pre-illuimnation, regular rendering, post processing, raytracing, etc.
locatorScale (lls) double 1.0 outputinputconnectablestorable
Scale factor for the light locator.
uvCoord (uv) float2 0.0, 0.0 outputconnectablehidden
The UV coords of the current sample point
uCoord (uu) float 0.0 outputconnectablehidden
The u component of the current sample position
vCoord (vv) float 0.0 outputconnectablehidden
The v component of the current sample position
uvFilterSize (fq) float2 0.0, 0.0 outputconnectablehidden
The sample (filter) size
uvFilterSizeX (fsx) float 0.0 outputinputconnectablehidden
The X size of the filter (sample)
uvFilterSizeY (fsy) float 0.0 outputinputconnectablehidden
The Y size of the filter (sample)
infoBits (ib) integer 0 outputinputconnectablehidden
Information bits passing along information about type of shading
lightData (ltd) lightData NULL outputconnectable
The lighting information this node computes.
lightDirection (ld) float3 outputconnectable
The light direction.
lightDirectionX (ldx) float 0.0 outputconnectable
The x component of the direction.
lightDirectionY (ldy) float 0.0 outputconnectable
The y component of the direction.
lightDirectionZ (ldz) float 0.0 outputconnectable
The z component of the direction.
lightIntensity (li) float3 outputconnectable
The light intensity (its a colour).
lightIntensityR (lir) float 0.0 outputconnectable
The red component of the intensity.
lightIntensityG (lig) float 0.0 outputconnectable
The green component of the intensity.
lightIntensityB (lib) float 0.0 outputconnectable
The blue component of the intensity.
lightAmbient (la) bool false outputconnectable
The boolean that indicates if the light has an ambient component.
lightDiffuse (ldf) bool false outputconnectable
The boolean that indicates if the light has a diffuse component.
lightSpecular (ls) bool false outputconnectable
The boolean that indicates if the light has a specular component.
lightShadowFraction (lsf) float 0.0 outputconnectable
The visibility fraction to the light. value is in [0,1]
preShadowIntensity (psi) float 0.0 outputconnectable
The pre shadow light intensity.
lightBlindData (lbl) addr NULL outputconnectablehidden
The light's blind data.
opticalFXvisibility (ov) float3 1.0, 1.0, 1.0 outputconnectable
The visibility of the light (for optical FX)
opticalFXvisibilityR (ovr) float 0.0 outputconnectable
The red component of the visibility of the light (for optical FX)
opticalFXvisibilityG (ovg) float 0.0 outputconnectable
The green component of the visibility of the light (for optical FX)
opticalFXvisibilityB (ovb) float 0.0 outputconnectable
The blue component of the visibility of the light (for optical FX)