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Area lights have many additional options.

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Any geometry can be selected to act as

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a mesh light

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Selecting an Area Light

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Geometry


The shape of area lights can be either one of the default shape provided, or any Maya geometry mesh, including multiple geometries. They can be selected using Select Geometry...

The selected geometries will:

  1. Be parented underneath the original area light. So the transform of the area light will be applied to the selected geometries.

  2. Have the area light shader assigned.

  3. Inherit all the attributes of the area light (exposure, intensity, color, etc).



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Excerpt Include
SFRP:Area Light
SFRP:Area Light
nopaneltrue

Excerpt Include
SFRP:*Light Filters (in light sources, 3dfm)
SFRP:*Light Filters (in light sources, 3dfm)
nopaneltrue

A Simple Demo Scene

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This is a simple example showing a filament shaped in a torus rendered as an area light. This Maya scene can be downloaded here

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Specifies the spread of the light. A spread of 1 is to natural "cosine" spread. Lower spreads will produce a more focused light.  From left to right: 0.2, 0.5 and 1.0 (default).

Gallery
includeLabellight_spread

Normalize Intensity by Area

Visible to Primary Rays

Makes area light visible to primary (a.k.a camera) rays. From left to right: off (default) and on.

Gallery
includeLabelarea_visible_to_primary

Two Sided

When enabled, area light will illuminate from both sides. Note that this has no effect with the sphere shape.

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includeLabelarea_two_sided
sortname
reversetrue

Default Shape

Allows you to select the a different number of shapes (left to right): square, sphere, disk and sylinder.

Gallery
columns2
includeLabelarea_shape

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