vrdAreaLightNode¶
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class
vrdAreaLightNode¶
(Inherits vrdBaseLightNode)
This is the base class for all area lights. These lights emit light from an entire area in contrast to point lights, which emit light from a single point.
Summary¶
- Functions:
- getAttenuation() → vrLightTypes.Attenuation
- getIlluminateScene() → bool
- getInteractiveMode() → vrdAreaLightNode.QualityMode
- getInteractiveQuality() → integer
- getLightProfile() → vrdLightProfile
- getLocalLight() → bool
- getPrimaryVisibility() → bool
- getShadowMap() → vrdShadowMap
- getStillFrameMode() → vrdAreaLightNode.QualityMode
- getStillFrameQuality() → integer
- getTexture() → vrdLightTexture
- getVisibleInReflections() → bool
- setAttenuation(attenuation)
- setIlluminateScene(illuminateScene)
- setInteractiveMode(value)
- setInteractiveQuality(quality)
- setLocalLight(isLocalLight)
- setPrimaryVisibility(visible)
- setStillFrameMode(value)
- setStillFrameQuality(quality)
- setVisibleInReflections(visible)
Functions¶
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vrdAreaLightNode.getAttenuation()¶ Returns the attenuation mode.
Returns: The attenuation mode. Return type: vrLightTypes.Attenuation
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vrdAreaLightNode.getIlluminateScene()¶ Returns the state of the illuminate scene flag..
Returns: True if illuminate scene is enabled, False otherwise. Return type: bool
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vrdAreaLightNode.getInteractiveMode()¶ Get the value of the interactive quality mode.
Returns: Current value of the interactive quality mode. Return type: vrdAreaLightNode.QualityMode
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vrdAreaLightNode.getInteractiveQuality()¶ Returns the raytracing quality level for the interactive mode.
Returns: The interactive quality level in the interval [0,8]. Return type: integer
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vrdAreaLightNode.getLightProfile()¶ Returns the light profile.
Returns: The light profile. Return type: vrdLightProfile
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vrdAreaLightNode.getLocalLight()¶ Returns the state of local lighting.
Returns: True if local light mode is enabled, False otherwise. Return type: bool
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vrdAreaLightNode.getPrimaryVisibility()¶ Returns the state of the primary visibility.
Returns: True if primary visibility is turned on, False otherwise. Return type: bool
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vrdAreaLightNode.getShadowMap()¶ Returns the shadow map of the light.
Returns: The shadow map. Return type: vrdShadowMap
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vrdAreaLightNode.getStillFrameMode()¶ Get the value of the still frame quality mode.
Returns: Current value of the still frame quality mode. Return type: vrdAreaLightNode.QualityMode
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vrdAreaLightNode.getStillFrameQuality()¶ Returns the ratracing still frame quality level.
Returns: The still frame quality level in the interval [0,8]. Return type: integer
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vrdAreaLightNode.getTexture()¶ Returns the currently used light texture.
Returns: The light texture. Return type: vrdLightTexture
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vrdAreaLightNode.getVisibleInReflections()¶ Returns if the light is visible in reflections (Raytracing only).
Returns: True if the light is visible in reflections, False otherwise. Return type: bool
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vrdAreaLightNode.setAttenuation(attenuation)¶ Sets the attenuation mode. Attenuation is the falloff of the light intensity.
Parameters: attenuation (vrLightTypes.Attenuation) – The attenuation mode.
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vrdAreaLightNode.setIlluminateScene(illuminateScene)¶ Toggles the illumination of objects on or off.
If switched off the light will add nothing to the scene. Lens flares are still active.
Parameters: illuminateScene (bool) – True to illuminate the scene, otherwise False.
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vrdAreaLightNode.setInteractiveMode(value)¶ Defines the computation method used for evaluating the area light in interactive rendering.
Parameters: value (vrdAreaLightNode.QualityMode) – New value of the interactive quality mode.
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vrdAreaLightNode.setInteractiveQuality(quality)¶ Sets the raytracing quality level for the interactive mode.
Parameters: quality (integer) – The interactive quality level in the interval [0,8].
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vrdAreaLightNode.setLocalLight(isLocalLight)¶ Enables / disables local lighting.
If this is enabled and the light is part of a light link set then only the nodes in the light links set will be illuminated.
Parameters: isLocalLight (bool) – True enables local lighting, False disables it.
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vrdAreaLightNode.setPrimaryVisibility(visible)¶ Sets the primary visibility of the light.
If this is off the light will not be rendered but it will still emit light into the scene.
Parameters: visible (bool) – True to turn the primary visibility on, False otherwise.
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vrdAreaLightNode.setStillFrameMode(value)¶ Defines the computation method used for evaluating the area light in still frame rendering.
Parameters: value (vrdAreaLightNode.QualityMode) – New value of the still frame quality mode.
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vrdAreaLightNode.setStillFrameQuality(quality)¶ Sets the raytracing quality level for still frame rendering.
Parameters: quality (integer) – The still frame quality level in the interval [0,8].
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vrdAreaLightNode.setVisibleInReflections(visible)¶ Sets the visibility in reflections.
Note: this only works if raytracing is enabled.
Parameters: visible (bool) – True if the light should be visible in reflections, False otherwise.