vrdIncandescence

class vrdIncandescence

(Inherits vrdSceneObject)

This class is used for all incandescence properties.

Functions

vrdIncandescence.getAreaLightQuality()

Gets the light sampling quality during still frame rendering.

Returns:Current quality from 0 to 4
Return type:integer
vrdIncandescence.getBakeLayer()

Returns which lightmap layer the illumination from this light source is baked to with texture baking. See setBakeLayer(int).

Returns:The layer index.
Return type:integer
vrdIncandescence.getCastShadowOnShadowMaterial()
Returns:Whether other objects may cast shadows on the shadow material due to the materials incandescence illumination
Return type:bool
vrdIncandescence.getColor()
Returns:Current incandescence color
Return type:QVector3D
vrdIncandescence.getColorSpectrum()

Gets the incandescence color spectrum.

Returns:The current used spectrum for incandescence color.
Return type:vrSpectrum
vrdIncandescence.getDirectRaylightEvaluation()
Returns:Current evaluation state of ray lights on the surface.
Return type:bool
vrdIncandescence.getGroundShadowIntensity()

Gets the shadow intensity of the geometry light on the shadow material.

Returns:Current shadow intensity
Return type:float
vrdIncandescence.getIlluminateShadowMaterial()
Returns:Whether the incandescence light may illuminate shadow material
Return type:bool
vrdIncandescence.getImportanceMultiplier()
Returns:Current importance multiplier of the geometric light source for photon mapping
Return type:float
vrdIncandescence.getIntensity()
Returns:Current incandescence intensity
Return type:float
vrdIncandescence.getInteractiveAreaLightQuality()

Gets the light sampling quality during interactive rendering.

Returns:Current quality from 0 to 4
Return type:integer
vrdIncandescence.getLightUnit()

Returns the unit used for this light source.

Returns:The light unit.
Return type:vrLightTypes.Unit
vrdIncandescence.getShadowIntensity()

Gets the intensity of shadows cast by the geometry light on BRDF-based materials.

Returns:Current shadow intensity
Return type:float
vrdIncandescence.getTexture()

Gets access to all properties of vrdIncandescenceTexture.

Returns:An vrdTexture object, to read and write access of alls properties.
Return type:vrdTexture
vrdIncandescence.getUseAsLightSource()
Returns:Whether the material is used as a light source for other materials in the scene while raytracing
Return type:bool
vrdIncandescence.setAreaLightQuality(quality)

Sets the light sampling quality during still frame rendering.

Parameters:quality (integer) – New quality from 0 to 4. Default 1
vrdIncandescence.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).
vrdIncandescence.setCastShadowOnShadowMaterial(s)

Allows other objects to cast shadows on the shadow material due to the material’s incandescence illumination.

Parameters:s (bool) – New enable state
vrdIncandescence.setColor(color)

Sets the incandescence color.

Parameters:color (QVector3D) – New color
vrdIncandescence.setColorSpectrum(value)

Sets the incandescence color spectrum.

Parameters:value (vrSpectrum) – New spectrum for incandescence color
vrdIncandescence.setDirectRaylightEvaluation(s)

Enables evaluation of ray lights on the surface. This is used to be able to look into a ray file light and to make it visible in reflections and refractions. The origins of the rays should be on the surface to be evaluated.

Parameters:s (bool) – New state
vrdIncandescence.setGroundShadowIntensity(intensity)

Sets the shadow intensity of the geometry light on the shadow material.

Parameters:intensity (float) – New shadow intensity
vrdIncandescence.setIlluminateShadowMaterial(s)

Allows the incandescence light to illuminate shadow materials. See vrdShadowMaterial.setReflectionMode(mode).

Parameters:s (bool) – New state
vrdIncandescence.setImportanceMultiplier(multiplier)

A value higher than 1 increases the probability that a geometric light source emits photons when using photon mapping.

Parameters:multiplier (float) – New importance multiplier. Default 1.0
vrdIncandescence.setIntensity(intensity)

Sets the incandescence intensity.

Parameters:intensity (float) – New intensity
vrdIncandescence.setInteractiveAreaLightQuality(quality)

Sets the light sampling quality during interactive rendering.

Parameters:quality (integer) – New quality from 0 to 4. Default 1
vrdIncandescence.setLightUnit(unit)

Sets the unit used for this light source. At the moment only candela per squaremeter is supported.

Parameters:unit (vrLightTypes.Unit) – The unit.
vrdIncandescence.setShadowIntensity(intensity)

Sets the intensity of shadows cast by the geometry light on BRDF-based materials.

Parameters:intensity (float) – New shadow intensity
vrdIncandescence.setUseAsLightSource(s)

Enable to use objects with this material as a light source for other materials in the scene while raytracing.

Parameters:s (bool) – Enable state