Go to: Related nodes. Attributes.
Surface Luminance is a utility node that tells you the
luminance (brightness) of a point on a surface as it is being
rendered. This luminance takes into account all the light sources
shining on the object, and the angle at which they shine on the
object. It does not take into account the specular properties of
the object itself, such as 'hotspots'.
You can use this node to make interesting shaders that change based
on the light in the environment. Example: Say you are
modelling a windscreen of a car, made of a special glass that
becomes darker (more opaque) in bright light. To do this, create a
Surface Luminance node, and connect its output to all three input
channels of a Reverse node. Then connect the output of the Reverse
node to the Transparency attribute of a shader. In the table below,
important attributes have their names listed in bold in the
description column.
This node is MP safe
Node name |
Parents |
Classification |
MFn type |
Compatible function sets |
surfaceLuminance |
node |
utility/color |
kSurfaceLuminance |
kBase
kNamedObject
kDependencyNode
kSurfaceLuminance |
Related nodes
blendColors, clamp, lightInfo,
gammaCorrect, contrast, luminance, rgbToHsv, hsvToRgb,
samplerInfo, setRange, resolution, renderQuality, renderGlobals, renderGlobalsList, baseShadingSwitch, singleShadingSwitch, doubleShadingSwitch, tripleShadingSwitch
Attributes (20)
lightAmbient, lightBlindData, lightDataArray, lightDiffuse, lightDirection, lightDirectionX, lightDirectionY, lightDirectionZ, lightIntensity, lightIntensityB, lightIntensityG, lightIntensityR, lightShadowFraction, lightSpecular, normalCamera, normalCameraX, normalCameraY, normalCameraZ, outValue, preShadowIntensity
Long name (short name) |
Type |
Default |
Flags |
|
normalCamera
(n ) |
float3 |
0.0, 0.0, 1.0 |
|
|
normalCameraX
(nx ) |
float |
0.0 |
|
|
|
normalCameraY
(ny ) |
float |
0.0 |
|
|
|
normalCameraZ
(nz ) |
float |
0.0 |
|
|
|
lightDataArray
(ltd ) |
lightData |
NULL |
|
|
lightDirection
(ld ) |
float3 |
|
|
|
lightDirectionX
(ldx ) |
float |
1.0 |
|
|
|
lightDirectionY
(ldy ) |
float |
1.0 |
|
|
|
lightDirectionZ
(ldz ) |
float |
1.0 |
|
|
|
|
lightIntensity
(li ) |
float3 |
|
|
|
lightIntensityR
(lir ) |
float |
1.0 |
|
|
|
lightIntensityG
(lig ) |
float |
1.0 |
|
|
|
lightIntensityB
(lib ) |
float |
1.0 |
|
|
|
|
lightAmbient
(la ) |
bool |
true |
|
|
|
lightDiffuse
(ldf ) |
bool |
true |
|
|
|
lightSpecular
(ls ) |
bool |
false |
|
|
|
lightShadowFraction
(lsf ) |
float |
0.0 |
|
|
|
preShadowIntensity
(psi ) |
float |
0.0 |
|
|
|
lightBlindData
(lbd ) |
addr |
NULL |
|
|
|
outValue
(o ) |
float |
0.0 |
|