LightIES
Essential parameters
| 이름 | 타입 | 기본값 | 권장값 | 노출 여부 | 값 범위 |
|---|---|---|---|---|---|
| transform | transform | identity | n/a | X | n/a |
| color | color | Color(1, 1, 1) | n/a | O | Color(0, 0, 0) - Color (1, 1, 1) |
| ies_file | string | "" | n/a | O | n/a |
| bumped_below_surface_check | bool | false | true | X | true/false |
| shadowBias | float | 0 | 0.01 | X | 0 - ∞ |
Trivial parameters
아래 파라미터는 vrscene에 기록할 필요도 없고 사용자에게 노출할 필요도 없습니다.
- enabled: bool = true, true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- color_tex: acolor texture, A color texture that if present will override the color parameter
- shadows: bool = true, true if the light casts shadows and false otherwise
- shadowColor: color = Color(0, 0, 0), The shadow color. Anything but black is not physically accurate.
- shadowColor_tex: acolor texture, A color texture that if present will override the shadowColor parameter
- photonSubdivs: integer = 500, Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- causticSubdivs: integer = 1000, Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- diffuseMult: float = 1, Multiplier for the diffuse photons.
- causticMult: float = 1, Multiplier for the caustics photons.
- cutoffThreshold: float = 0.001, Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed.
- affectDiffuse: bool = true, True if the light produces diffuse lighting and false otherwise.
- affectSpecular: bool = true, True if the light produces specular hilights and false otherwise.
- nsamples: integer = 0, Number of parameter samples for motion blur.
- diffuse_contribution: float = 1, Diffuse contribution for the light.
- specular_contribution: float = 1, Specular contribution for the light.
- channels: plugin, unlimited list, Render channels the result of this light will be written to
- channels_raw: plugin, unlimited list, Render channels the raw diffuse result of this light will be written to
- channels_diffuse: plugin, unlimited list, Render channels the diffuse result of this light will be written to
- channels_specular: plugin, unlimited list, Render channels the specular result of this light will be written to
- channels_full: plugin, unlimited list, Render channels the full (direct+indirect) result of this light will be written to
- use_global_light_level: bool = true, true if the light should use the global light level setting
- shadowSubdivs: integer = 8, [UI] minValue=(1), maxValue=(1000), quantityType=(localSubdivs)
- storeWithIrradianceMap: bool = false, When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- filter_color: color = Color(1, 1, 1)
- soft_shadows: integer = 0, 0 works as point light; 1 to use the shape of the light for shadows; 2 to also use it for illumination
- area_speculars: bool = true, true to cause specular highlights produced by the light to match the light shape; false to always produce speculars as a point light
- power: float = 0, Limuous power (in lm); if zero, the default lumious power from the IES profile is used.
- ies_light_shape: integer = -1, IES light shape; if -1 the default light shape from IES profile is used.
- ies_light_width: float = 0, Light shape width (in metres); if ies_light_shape is -1 the default light width from the IES profile is used.
- ies_light_length: float = 0, Light shape length (in metres); if ies_light_shape is -1 the default light length from the IES profile is used.
- ies_light_height: float = 0, Light shape height (in metres); if ies_light_shape is -1 the default light height from the IES profile is used.
- ies_light_diameter: float = 0, Light shape diameter (in metres); if ies_light_shape is -1 the default light diameter from the IES profile is used.
- rescale_max_intensty: bool = false, If this is true, the intensity values of the IES file will be scaled, so the new maximum value is new_max_intensity.
- new_max_intensity: float = 1, The new maximum intensity after rescaling the intensities in the IES file, when rescale_max_intensty is true. This value is in cd(candelas).