vrdBaseLightNode¶
-
class
vrdBaseLightNode
¶
(Inherits vrdTransformNode
)
This class is the base from which all other light nodes are derived from. It contains the functionality that is shared among all lights.
Summary¶
- Functions:
- getBakeLayer() → integer
- getCastShadowOnShadowMaterial() → bool
- getDiffuseColor() → QVector3D
- getDiffuseColorSpectrum() → vrSpectrum
- getGlossyColor() → QVector3D
- getGlossyColorSpectrum() → vrSpectrum
- getGroundShadowIntensity() → float
- getIlluminateShadowMaterial() → bool
- getImportanceMultiplier() → float
- getIntensity() → float
- getIsPhysicallyBased() → bool
- getLightTransform() → vrdLightTransform
- getLightUnit() → vrLightTypes.Unit
- getMaterialShadowIntensity() → float
- getModuleNode() → vrdBaseLightNode
- getOn() → bool
- getTemperature() → integer
- getUseLightTemperature() → bool
- getVisualizationVisible() → bool
- getVolumeIlluminationMode() → vrLightTypes.VolumeIlluminationMode
- setBakeLayer(layer)
- setCastShadowOnShadowMaterial(castShadow)
- setDiffuseColor(diffuseColor)
- setDiffuseColorSpectrum(spectrum)
- setGlossyColor(glossyColor)
- setGlossyColorSpectrum(spectrum)
- setGroundShadowIntensity(intensity)
- setIlluminateShadowMaterial(illuminateShadosMeterial)
- setImportanceMultiplier(importanceMultiplier)
- setIntensity(intensity)
- setIsPhysicallyBased(on)
- setLightUnit(unit)
- setMaterialShadowIntensity(intensity)
- setOn(on)
- setTemperature(kelvin)
- setUseLightTemperature(use)
- setVisualizationVisible(showVisualization)
- setVolumeIlluminationMode(mode)
Functions¶
-
vrdBaseLightNode.
getBakeLayer
()¶ Returns which lightmap layer the illumination from this light source is baked to with texture baking. See vrdBaseLightNode.setBakeLayer(layer).
Returns: The layer index. Return type: integer
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vrdBaseLightNode.
getCastShadowOnShadowMaterial
()¶ Returns if the light casts a shadow on the shadow material.
Returns: True if the light casts a shadow, False otherwise. Return type: bool
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vrdBaseLightNode.
getDiffuseColor
()¶ Returns the diffuse color of the light.
Returns: The diffuse color. Return type: QVector3D
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vrdBaseLightNode.
getDiffuseColorSpectrum
()¶ Returns the spectrum of the light’s diffuse color.
Returns: The diffuse spectrum. Return type: vrSpectrum
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vrdBaseLightNode.
getGlossyColor
()¶ Returns the light’s glossy color.
Returns: The glossy color. Return type: QVector3D
-
vrdBaseLightNode.
getGlossyColorSpectrum
()¶ Returns the spectrum of the light’s glossy color.
Returns: The glossy spectrum. Return type: vrSpectrum
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vrdBaseLightNode.
getGroundShadowIntensity
()¶ Returns the intensity of shadows on the shadow material.
Returns: The ground shadow intensity (interval: [0,1]) Return type: float
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vrdBaseLightNode.
getIlluminateShadowMaterial
()¶ Returns whether the light illuminates the shadow material.
Returns: True if the light illuminates the shadow material, False otherwise. Return type: bool
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vrdBaseLightNode.
getImportanceMultiplier
()¶ Returns the importance multiplier of the light.
Returns: The importance multiplier. Return type: float
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vrdBaseLightNode.
getIntensity
()¶ Returns the intensity of the light.
Returns: The intensity value. Return type: float
-
vrdBaseLightNode.
getIsPhysicallyBased
()¶ Returns whether the light source is physically based.
Returns: True if physically based, False otherwise. Return type: bool
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vrdBaseLightNode.
getLightTransform
()¶ Returns the light transform.
Returns: The light transform. Return type: vrdLightTransform
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vrdBaseLightNode.
getLightUnit
()¶ Returns the unit used for this light source.
Returns: The light unit. Return type: vrLightTypes.Unit
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vrdBaseLightNode.
getMaterialShadowIntensity
()¶ Returns the intensity of shadows of brdf based materials.
Returns: The material shadow intensity (interval: [0,1]. Return type: float
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vrdBaseLightNode.
getModuleNode
()¶ Returns the corresponding light graph node to this light node.
Returns: Returns the light graph node Return type: vrdBaseLightNode
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vrdBaseLightNode.
getOn
()¶ Returns the state of the light.
Returns: True if the light is on, False otherwise. Return type: bool
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vrdBaseLightNode.
getTemperature
()¶ Returns the light temperature.
Returns: The temperature in kelvin. Return type: integer
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vrdBaseLightNode.
getUseLightTemperature
()¶ Returns whether the light uses the temperature value to determine its color.
Returns: True if the light’s temperature is used, False otherwise. Return type: bool
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vrdBaseLightNode.
getVisualizationVisible
()¶ Returns whether the light source visualization is visible.
Returns: True if the visualization is visible, False otherwise. Return type: bool
-
vrdBaseLightNode.
getVolumeIlluminationMode
()¶ Returns the illuminate volumes mode.
Returns: On/Off/Only Return type: vrLightTypes.VolumeIlluminationMode
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vrdBaseLightNode.
setBakeLayer
(layer)¶ For texture baking, a layer can be set with vrdIlluminationBakeSettings.setLightsLayer(value) to bake only illumination from lights that have this bake layer number set. Use this function to set the layer for this light source. Default is 0.
Parameters: layer (integer) – The layer index. Supported values are 0 (base illumination/shadows) and 1 (separate illumination).
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vrdBaseLightNode.
setCastShadowOnShadowMaterial
(castShadow)¶ Set whether the light casts a shadow on the shadow material or not.
Parameters: castShadow (bool) – True to cast a shadow, False otherwise.
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vrdBaseLightNode.
setDiffuseColor
(diffuseColor)¶ Sets the diffuse color of the light.
Parameters: diffuseColor (QVector3D) – The diffuse color.
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vrdBaseLightNode.
setDiffuseColorSpectrum
(spectrum)¶ Sets the spectrum of the light’s diffuse color.
Parameters: spectrum (vrSpectrum) – The spectrum
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vrdBaseLightNode.
setGlossyColor
(glossyColor)¶ Sets the glossy color of the light.
Parameters: glossyColor (QVector3D) – The glossy color
-
vrdBaseLightNode.
setGlossyColorSpectrum
(spectrum)¶ Sets the spectrum of the light’s glossy color.
Parameters: spectrum (vrSpectrum) – The glossy spectrum.
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vrdBaseLightNode.
setGroundShadowIntensity
(intensity)¶ Sets the intensity of shadows on the shadow material.
Parameters: intensity (float) – The intensity value (interval: [0,1])
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vrdBaseLightNode.
setIlluminateShadowMaterial
(illuminateShadosMeterial)¶ Sets whether the light illuminates the shadow material.
Parameters: illuminateShadosMeterial (bool) – True if the light illuminates the shadow material, False otherwise.
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vrdBaseLightNode.
setImportanceMultiplier
(importanceMultiplier)¶ Sets the importance multiplier of the light.
A value higher than 1 increases the probability that the light source emits photons.
Parameters: importanceMultiplier (float) – The importance multiplier
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vrdBaseLightNode.
setIntensity
(intensity)¶ Sets the intensity of the light.
Parameters: intensity (float) – The intensity of the light.
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vrdBaseLightNode.
setIsPhysicallyBased
(on)¶ Sets whether the light source is physically based.
Parameters: on (bool) – True to enable, False otherwise.
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vrdBaseLightNode.
setLightUnit
(unit)¶ Sets the unit used for this light source.
Parameters: unit (vrLightTypes.Unit) – The unit.
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vrdBaseLightNode.
setMaterialShadowIntensity
(intensity)¶ Sets the intensity of shadows of brdf based materials.
Parameters: intensity (float) – The intensity value (interval: [0,1])
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vrdBaseLightNode.
setOn
(on)¶ Switch the light on / off.
Parameters: on (bool) – True to switch the light on, False to switch it off.
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vrdBaseLightNode.
setTemperature
(kelvin)¶ Sets the light temperature.
Parameters: kelvin (integer) – The temperature in kelvin.
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vrdBaseLightNode.
setUseLightTemperature
(use)¶ Sets whether the light uses the temperature value to determine its color.
Parameters: use (bool) – True to use the light’s temperature, False otherwise.
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vrdBaseLightNode.
setVisualizationVisible
(showVisualization)¶ Sets whether the light source visualization is visible.
Parameters: showVisualization (bool) – True to show the light’s visualization, False otherwise.
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vrdBaseLightNode.
setVolumeIlluminationMode
(mode)¶ Sets whether the light illuminates the volumes or only the volumes.
Parameters: mode (vrLightTypes.VolumeIlluminationMode) – On/Off/Only