Category: mental ray > Light
Shader Family: Light
Output: Scalar
This shader provides a physically accurate lighting model for light sources. This can be gentle and gradual falloff curves
for dim lighting, or bright and overexposed central areas of bright lighting.
CG artists often avoid realistic lighting because of its tendency to create areas of overexposure, which often look unnatural
due to their hard edges. The Glare shader corrects this problem by creating overexposures that look realistic. You can use Illumination in combination with
Glare to achieve natural lighting effects.
|
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
|
|
A multiplier that allows you to turn-up the light's brightness well past 1, likely causing overexposure in some parts of the
image.
|
|
The light illuminates all objects with the same brightness regardless of distance.
|
|
Uses the inverse-square law for fall off. Unlike the Linear falloff, Realistic fall off causes nearby objects to be extremely
bright, while at the same time distant objects never quite become completely black.
|
|
The light illuminates all objects with a linear fall off.
|
|
Specifies the distance from the light where linear falloff begins.
|
|
Specifies the maximum distance reached by the light.
|
|
Specifies a custom curve for the light falloff. From the Start, Mid, and End values the shader approximates a curve that passes
through the three points.
|
|
Specifies the distance at which the light begins to diminish.
|
|
Specifies the distance at which the light is at half intensity.
|
|
Specifies the distance at which the light becomes completely black.
|