SunLight

Essential parameters

이름 타입 기본값 권장값 노출 여부 값 범위
transform transform identity n/a X n/a
sky_model integer 0 0 O 0 - Preethem, 1 - CIEClear, 2 - CIEOvercast, 3 - Hosek
turbidity float 3 3 O 0 - ∞
shadowBias float 0 0.01 X 0 - ∞
ozone float 0.35 0.35 O 0 - 1
intensity_multiplier float 1 1 O 0 - ∞
size_multiplier float 1 1 O 0 - ∞
shadow_subdivs integer 8 n/a O 1 - 1000

Trivial parameters

아래 파라미터는 vrscene에 기록할 필요도 없고 사용자에게 노출할 필요도 없습니다.

  • target_transform: transform
  • water_vapour: float = 2
  • filter_color: color = Color(1, 1, 1), Sunlight color. Used to add user control to light color definition
  • ground_albedo: color = Color(0.2, 0.2, 0.2), Reflective property of the "ground". Affects sky-dome brightness and color
  • blend_angle: float = 5.73917, The angle (in degrees) (up from the horizon) where the sky starts to blend with the ground albedo. Values close to 0.0 produce a sharper horizon line, while larger values produce a softer horizon line.
  • horizon_offset: float = 0, Horizon offset under the sky-dome. Allows the user to manually lower the horizon line.
  • color_mode: integer = 0, This option affects the way the color in the Filter color parameter affects the color of the sun
  • up_vector: vector = Vector(0, 0, 1)
  • invisible: bool = false, When on, this option makes the sun invisible, both to the camera and to reflections
  • horiz_illum: float = 25000, Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky
  • shadows: bool = true, true if the light casts shadows and false otherwise
  • atmos_shadows: bool = true, true if the light casts shadows from atmosperics and false otherwise
  • shadow_color: color = Color(0, 0, 0), The shadow color. Anything but black is not physically accurate.
  • shadow_color_tex: acolor texture, A color texture that if present will override the shadowColor parameter
  • photon_radius: float = 50, [UI] quantityType=(distance)
  • photonSubdivs: integer = 500
  • causticSubdivs: integer = 1000
  • diffuseMult: float = 1
  • causticMult: float = 1
  • 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
  • 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
  • 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
  • bumped_below_surface_check: bool = false, true if the bumped normal should be used to check if the light dir is below the surface

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