|
Light Objects are created using the
Light() constructor. The script can specify which light is used by
passing the name of the Light, or using a Light index number. If no
argument is passed, the first light is used.
lgt = Light(); //Create a Light Object from the first light.
lgt = Light(2); //Create a Light Object from the second light.
lgt = Light("Light1"); //Create a Light Object from the light named "Light1".
Note: Remember that not all of the
common Data Members and Methods apply to Light Objects.
Data
Members
type
type holds a constant (read-only) integer value that identifies the
type of this Light (one of DISTANTLIGHT, POINTLIGHT, SPOTLIGHT
LINEARLIGHT or AREALIGHT).
shadowtype
shadowtype holds a constant (read-only) integer value that identifies
the shadow type of this Light (one of SHADOWRAYTRACE, SHADOWMAP or
SHADOWOFF).
coneangles[]
coneangles[] holds an array of two floating-point numbers that
represent the cone angles for this Light if it is a SPOTLIGHT. The
first element [1] represents the radius as half the total Spotlight
cone angle, and element [2] indicates the angular width of the
Spotlight's soft edge.
range
range contains the maximum range (in meters) of the intensity falloff
if this setting is enabled, and the light is not a DISTANTLIGHT.
flags[ ]
The flags[] data member is an array of six elements, each corresponding
to the flag values returned by the SDK function. More specifically,
each element provides the following information about the Light:
flags[1]true
if Limited Rangeis enabled
flags[2] true if Affect Diffuse is enabled
flags[3] true if Affect Specular is enabled
flags[4] true if Affect Caustics is enabled
flags[5] true if Lens Flare is enabled
flags[6] true if Volumetric is enabled
Methods
ambient(time), rgbambient(time)
ambient(time), rgbambient(time) return a vector or array of three
values that represent the global ambient Light's color values at the
specified 'time' index. ambient() returns the channel value as a vector
whose individual elements are a percentage between 0.0 and 1.0, while
rgbambient() returns the channel value as a series of three integers,
each between 0 and 255.
color(time), rgbcolor(time)
color(time), rgbcolor(time)return a vector or array of three values
that represent the Light's color values at the specified 'time' index.
color() returns the channel value as a vector whose individual elements
are a percentage between 0.0 and 1.0, while rgbcolor() returns the
channel value as a series of three integers, each between 0 and 255.
Examples:
This example creates a Light Object
from the first light in the scene. It then displays some of the values
stored in the Light Object’s Data Members and Methods.
@version 2.2
@warnings
@name LightObjectAgentTest
@script generic
//Set Globals
{
light = Light();
// Display some Data Members.
info("Name: ", light.name);
info("Type: ", light.type);
//Display some Methods.
info("Position: ",light.getPosition(frame));
info("Rotation: ",light.getRotation(frame));
info("Ambient: ", light.ambient(frame));
info("Color: ", light.color(frame));
}
Layout Commands
LensFlare();
LightColor("<red>","<green>","<blue>");
LightConeAngle("<angle>");
LightEdgeAngle("<angle>");
LightFalloffType("<type>");
LightIntensity("<intensity>");
LightIntensityTool();
LightQuality("<quality>");
LightRange("<distance>");
LightView();
AddAreaLight("<name>");
AddDistantLight("<name>");
AddLinearLight("<name>");
AddPointLight("<name>");
AddSpotlight("<name>");
AffectCaustics();
AffectDiffuse();
AffectOpenGL();
AffectSpecular();
AmbientColor("<red>","<green>","<blue>");
AmbientIntensity("<intensity>");>/b>
AreaLight();
BlurBackgroundRadiosity();LW 9.3.1 and above
CacheCaustics();
CacheRadiosity();
CacheShadowMap();
CastShadow();
CausticIntensity("<intensity>");
ClearAllLights();
ConeAngleTool();
DistantLight();
EditLights();
EnableCaustics();
EnableLensFlares();
EnableRadiosity();
EnableShadowMaps();
EnableVolumetricLights();
ExcludeObject("<ID>");
FlareIntensity("<intensity>");
FlareOptions();
GlobalIllumination();
IncludeObject("<ID>");
IndirectBounces("<limit>");
LinearLight();
NoiseReduction();
PointLight();
RadiosityIntensity("<intensity>");
RadiosityTolerance("<tolerance>");
RadiosityType("<type>");
SelectAllLights();
ShadowColor("<red>","<green>","<blue>");
ShadowExclusion();
ShadowMapAngle("<angle>");
ShadowMapFitCone();
ShadowMapFuzziness("<fuzziness>");
ShadowMapSize("<size>");
ShadowType("<type>");
Spotlight();
|