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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 name Parents Classification MFn type Compatible function sets
nonExtendedLightShapeNode nonAmbientLightShapeNode rendernode

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) Type Default Flags
lightRadius (lr) float 0.0 outputinputconnectablestorable
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) bool false outputinputconnectablestorable
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) bool false outputinputconnectablestorablekeyable
Turn on depth map shadows.
reuseDmap (du) bool false outputinputconnectablestorable
Reuse last written depth map.
useMidDistDmap (md) bool true outputinputconnectablestorable
Turn on mid distance depth map.
dmapFilterSize (fs) short 1 outputinputconnectablestorable
The depth map filter size. The larger the size, the softer the shadows (larger penumbra region).
dmapResolution (dr) short 512 outputinputconnectablestorable
The depth map resolution.
dmapBias (db) float 0.001 outputinputconnectablestorablekeyable
The depth map bias, used to escape bad self-shadowing artifacts.
dmapFocus (df) float 90.0 outputinputconnectablestorable
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) float 100.0 outputinputconnectablestorable
The depth map width focus for directional lights.
useDmapAutoFocus (af) bool true outputinputconnectablestorable
Automatic computation of the depth map bounding box focus.
volumeShadowSamples (nv) short 20 outputinputconnectablestorable
The number of volume shadow samples.
fogShadowIntensity (fsi) short 1 outputinputconnectablestorable
The amount of fog shadow exaggeration.
useDmapAutoClipping (uc) bool true outputinputconnectablestorable
Automatic computation of the depth map near/far clipping planes.
dmapNearClipPlane (nc) float 0.001 outputinputconnectablestorable
The depth map near clipping plane distance.
dmapFarClipPlane (fcp) float 10000.0 outputinputconnectablestorable
The depth map farclipping plane distance.
useOnlySingleDmap (us) bool true outputinputconnectablestorable
use a single map.
useX+Dmap (xp) bool true outputinputconnectablestorable
compute the X Positive Depthmap.
useX-Dmap (xn) bool true outputinputconnectablestorable
compute the X Negative Depthmap.
useY+Dmap (yp) bool true outputinputconnectablestorable
compute the Y Positive Depthmap.
useY-Dmap (yn) bool true outputinputconnectablestorable
compute the Y Negative Depthmap.
useZ+Dmap (zp) bool true outputinputconnectablestorable
compute the Z Positive Depthmap.
useZ-Dmap (zn) bool true outputinputconnectablestorable
compute the Z Negative Depthmap.
dmapUseMacro (dc) string NULL outputinputconnectablestorable
The Shadow Map Pre Callback Name
dmapName (smn) string NULL outputinputconnectablestorable
The Shadow Depth Map Name
dmapLightName (ul) bool true outputinputconnectablestorable
Use the light name in the depth map I/O file name.
dmapSceneName (um) bool false outputinputconnectablestorable
Use the scene name in the depth map I/O file name.
dmapFrameExt (uf) bool false outputinputconnectablestorable
Use the frame extension in the depth map I/O file name.
writeDmap (ws) bool false outputinputconnectablestorable
write shadow depth maps to disk.
lastWrittenDmapAnimExtName (lw) string NULL outputinputconnectablestorable
Last written depth map Anim Extension Name
receiveShadows (gs) bool true outputinputconnectablestorable
sampleData = geometry receives shadows