Type: Light
Output: Color (RGB) value
Controls various general properties of the selected light. All of these properties are light-shader options that are controlled from the Light Property Editor.
Colors
|
Color |
Sets the intensity of each color channel. The specific color channels depend on the selected color model. The slider values range from 0 to 1, but you can enter higher values. |
|
Intensity |
Controls the intensity of the selected color. |
Spread
|
Angle |
Sets the angle (in degrees) of the decreasing light around the spot-light cone. |
Shadows
Controls how raytraced shadows are cast by the selected light. When rendering, these options work in conjunction with the raytraced option under Enable Shadows on the Optimization property page.
|
Enabled |
Activates the creation of raytraced shadows. |
|
Umbra |
Switches on the transparency factor for the umbra (the main shadow where light is completely blocked by an object). This controls how the shadow blends with the material on which the shadow is cast. A value of 0 gives a complete, black shadow, and a value of 1 gives no shadow. |
Light Attenuation
The Attenuation or falloff options control how light intensity decreases over distance. Values for the Start Falloff and End Falloff options are measured in SOFTIMAGE units. These options work only with point and spot lights, as well as point and spot lights defined as area lights.
|
Light Falloff |
Activates the fading of light intensity over distance. |
|
Mode |
Specifies how Falloff is calculated over the specified distance. Use Light Exponent: Uses an inverse square algorithm to calculate the fading of light intensity between the start and end points. The farther light travels from the start point, the more rapidly it looses its intensity. This provides a more sudden transition to 0 (end). Linear: Uses a linear algorithm to calculate the fading of light intensity between the start and end points. The intensity of light diminishes at a constant rate between start and end points. This provides a smoother and more gradual transition to 0 (end). |
|
Start Falloff |
Specifies the point at which the light intensity starts to decrease in all directions. |
|
End Falloff |
Specifies the point at which the light intensity reaches 0. |
Photon
|
Use Light Color as Energy |
Uses the light’s color as the color for any photon effects. |
|
Energy Factor |
Defines the light intensity when the light is used for photon effects (global illumination and/or caustics). |
The default Soft_Light shader is connected to every light to give it a color, falloff and cause it to create shadows. You can also use a Color Correction, Invert, or any other type of Image Processing shader to fine-tune or alter the light effect. Make sure it is the last shader connected to the Light Shader input. This shader is useful for applying other shader effects to a light. Expand this shader in the render tree, and notice how it accepts color, boolean and scalar inputs. You can control the color with a texture, use a 2D gradient to control intensity, or use the Change Range shader to control the Start and End falloff distances.
Autodesk Softimage v.7.5