LightMesh
Essential parameters
| 이름 | 타입 | 기본값 | 권장값 | 노출 여부 | 값 범위 |
|---|---|---|---|---|---|
| enabled | bool | true | n/a | O | true/false |
| 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) |
| geometry | plugin | n/a | X | n/a | |
| subdivs | integer | 8 | n/a | O | 1 - 1000 |
| intensity | float | 1 | n/a | O | 0 - ∞ |
| bumped_below_surface_check | bool | false | true | X | true/false |
| units | integer | 0 | n/a | O | 0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr |
| shadowBias | float | 0 | 0.01 | X | 0 - ∞ |
Trivial parameters
아래 파라미터는 vrscene에 기록할 필요도 없고 사용자에게 노출할 필요도 없습니다.
- 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
- intensity_tex: float texture, A float texture that if present will override the intensity parameter
- 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.
- invisible: bool = false, True if the light is NOT directly visible from the camera and false otherwise.
- affectReflections: bool = true, True if the light appears in reflections and false otherwise.
- noDecay: bool = false
- doubleSided: bool = false
- lightPortal: integer = 0, Specifies if the light is a portal light (0 - normal light, 1 - portal light, 2 - simple portal light)
- objectID: integer = 0
- useMIS: bool = true, This parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
- ignoreLightNormals: bool = true
- tex: acolor texture, The light texture
- use_tex: bool = false, True if the texture should be used
- tex_resolution: integer = 256, The internal texture resolution
- cache_tex: bool = true, When this is true the texture will be cached at tex_resolution x tex_resolution and this cached texture will be used to determine the texture color for shadows rays, speeding up light evaluation, especially for complex procedural textures
- user_attributes: string = "", A list of user defined attributes