List of available Light Shader presets. Light shaders implement
the characteristics of a light source. For example, a spotlight
shader uses the illumination direction to attenuate the amount of
light emitted. A light shader is used whenever a surface shader
uses a built-in function to evaluate a light. If shadows are used,
light shaders normally cast shadow rays to detect obscuring objects
between the light source and the illuminated point.
For more information, see the
user guide
Note | See Shader Presets for a list of different shader preset types. Also see Alphabetical Listing of All Shader Presets for a complete list of available shaders. |
Preset | Shaders |
---|---|
Light\Fast_light_effects.Preset | Bionic_Light mental ray
Shader. See the Softimage.Bionic_Light_lit.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectLightShader Example |
Light\Slide_projector.Preset | Slide Projector mental ray
Shader. See the Softimage.sib_slide_proj_light.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectLightShader Example |
Light\Soft_Light.Preset | Soft Light See the Softimage.soft_light.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectLightShader Example |
Light\mental images\mia_Physical_Sun.Preset | mia Physical
Sun mental ray Shader. See the Softimage.mia_physicalsun.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectLightShader Example |
Light\mental images\mia_Portal_Light.Preset | mia Portal
Light mental ray Shader. See the Softimage.mia_portal_light.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectLightShader Example |
function ConnectLightShader( in_preset ) { NewScene( null, false ); var obj = Application.ActiveSceneRoot.AddLight("Infinite", true, "TestLight"); Application.Selection.SetAsText(obj); var oShader = CreateShaderFromPreset(in_preset, "TestLight.light"); SIConnectShaderToCnxPoint(oShader.FullName+".out", "TestLight.light.LightShader", false); if (!oShader) { return null; } return (oShader.Type == "XSICollection") ? oShader(0) : oShader; } |
function ConnectLightShader2( in_preset ) { NewScene( null, false ); var obj = Application.ActiveSceneRoot.AddLight( "Point", true, "MyTestNode" ); obj.AddMaterial( in_preset, true, "MyTestNode" ); var oShader = Dictionary.GetObject("MyTestNode.light.MyTestNode"); return oShader; } |