Light

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Light : XSeen {
SFColor
[in,out]
color
(1 1 1)
...
SFColor
[in,out]
intensity
(1 1 1)
...
SFString
[]
type
Directional
['Directional', 'Spot', 'Point'
SFVec3f
[in,out]
direction
(0 0 -1)
type='Directional' only
SFVec3f
[in,out]
location
(0 0 0)
type='Point' or 'Spot' only
SFFloat
[in,out]
radius
100
type='Point' or 'Spot' only
SFVec3f
[in,out]
attenuation
(1 0 0)
type='Point' or 'Spot' only
SFFloat
[in,out]
beamWidth
π/4
type='Spot' only
SFFloat
[in,out]
cutOffAngle
π/2
type='Spot' only



}

The generic lighing node. It is necessary to have lights to see most geometries. Unless it has emissive color (see Material), unlit geometry will render as black. Some of the fields apply only to specific types of lights. Those fields are ignored if the light type does not use those values.

The color and intensity fields are common to all light types. The field type specifies the type of light and determines which remaining fields are accessed.

Directional lights

These lights only use the direction field. This field sets the direction from the origin where the light is pointing. The light provided by this type is uniform across the entire scene. The DirectionalLight node is shorthand for this type.

Point lights

These lights illuminate the entire scene out the specified radius. The light falls off according to the attenuation field. The light is positioned at location relative to the current origin.The PointLight node is shorthand for this type.

Spot lights

These lights illuminate the entire scene out the specified radius. The light falls off according to the attenuation field. The light is positioned at location relative to the current origin. For any given distance from location, the beamWidth field defines the region of full intensity. The light falls off linearly with distance until objects are unlit at cutOffAngle, The SpotLight node is shorthand for this type.