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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 | |
|