Light Shader Presets
 
 
 

Light Shader Presets

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


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;
}

ConnectLightShader2 Example

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;
}