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