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;
}
|