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Light Object (Polar)

A physical light object using polar coordinates. Used with the Place Lights block.

Light Type: Light object type. "Point", "Area", or "Spot".

Coordinates: Coordinates of the light object relative to the bounding sphere of the target objects.

Radius: Radius of the polar coordinate, as a factor of the bounding sphere. For example, if the bounding sphere has a radius of 2 meters and the radius in this input is also set to 2, the light would be placed 4 meters from the origin.

Theta/Phi: Defines the azimuth angle and polar angle, respectively, expressed in degrees. Theta (azimuth) is limited to a range of [0, 360] and Phi (polar) is limited to a range of [0, 180]. [r=1, θ=0, φ=0]: Point at the upper pole of the sphere. [r=1, θ=0, φ=90]: Point at the equator, aligned to the +X world axis. [r=1, θ=90, φ=45]: Point aligned to the -Y world axis, halfway between the upper pole and equator. Size: "Size" of the light object. For Point and Spot lights, this is the radius of the light. For an Area light, this is the width/height of the light.

Power: Radiant power of the light in watts. Color Temp: Color temperature of the light in degrees Kelvin (more information on blackbody radiation may be found ).

Chance: Chance for this light to be created.

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Light Object (Bbox)

A physical light object relative to a bounding box. Used with the Place Lights block.

Light Type: Light object type. "Point", "Area", or "Spot".

Bbox Face: Bounding box face to reference. "Auto" will select the bounding box face closest to the camera.

Coordinates (UVW): Coordinates of the light object relative to the bounding box. "U" references the horizontal axis of the bounding box, "V" references the vertical axis, and "W" is normal to the bounding box face. The point [0, 0, 0] corresponds to the bottom-left corner of the bounding box. Values along the W axis are normalized to the depth of the bounding box. For example, a value of 0 would make the light coincident with the bounding box face and a value of 1 would offset the light along the W axis (normal) by a distance equal to the bounding box depth. [0, 0, 0]: Bottom-left corner of the face, coplanar with the face. [1, 1, 0]: Top-right corner of the face, coplanar with the face. [0.5, 0.5, 1]: Center of the face, offset by 1x the depth of the bounding box. Size: "Size" of the light object. For Point and Spot lights, this is the radius of the light. For an Area light, this is the width/height of the light.

Power: Radiant power of the light in watts. Color Temp: Color temperature of the light in degrees Kelvin (more information on blackbody radiation may be found ).

Chance: Chance for this light to be created.

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Place Lights

Places physical light objects in the scene relative to a target object's bounding box

Target Object: Optional name of a target object. If none is provided, the overall bounding box of non-background objects in the scene will be used.

Use Partial Match: If checked, objects with a name partially matching the provided "target object" string will be used for the overall bounding box.

Bounding Sphere Mode: Determines the method to fit a bounding sphere for the purposes of placing "polar" light objects. "Bounding Box" samples only the corners of the objects' bounding boxes when fitting spherical bounds. "Geometry" samples all vertices of the target objects' mesh in order to fit the sphere.

Frames: Number of unique frames to sample for each light's position.

Lights: An array of objects to place relative to the bounding box.

Light