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Radius
The radius of the sphere that emits light= in all directions. Increasing the Radius will soften t= he lit region edge and the shadows casted by the spot light.
Visible to Camera
Mak= es the light source visible to the camera (a.k.a primary rays). Since the p= oint light is rendered as a sphere with the specified Radius, the visible shape will be a sphere. Note that a Radius of 0 might still produce a very tin= y visible dot. This option is only available in 3Delight for Katana.
Color
Defines the light color.=
Intensity<= /em>
Species the light intens= ity.
Exposure
This is an additional control over the st= andard light intensity. Exposure is in many cases a preferred control due t= o its likeness to photography. Final light intensity is thus computed by:= p>
I =3D=
intensity * pow(2, exposure)
Decay Rate
Specify the rate at whic= h the light intensity decreases in function of the distance to the light so= urce. The available values are:
No Decay |
Light intensity r= emains constant with respect to distance. |
---|---|
Linear |
Light intensity d= ecreases linearly with distance. |
Quadratic |
Light intensity d= ecreases proportionally to the square of the distance. This is the phy= sically correct behaviour. |
Cubic |
Light intensity d= ecreases proportionally to the cube of the distance. |
It is sometimes useful to have a fine and direct control on= how the light intensity affects various shading components. The following = controls allows for that:
Diffuse Contribution
Specifies a multiplier for the light cont= ribution to diffuse shading.
Specular Contribution
Specifies a multiplier for the light cont= ribution to specular shading.
Hair Contribution
Specifies a multiplier for the light cont= ribution to hair shading.
Volume Contribution
Specifies a multiplier for the light cont= ribution to volumetric effects in atmosphere and OpenVDB volumes.