PxrBlockerLightFilter uses a "rod" like object to block light. The blocker can be shaped into an irregular shape. This blocker is then placed next to the object where we want to block the light. In this way it can float freely around your scene even if the light is static. In this example the blocker is placed on the statue on the pedestal.
PxrBlockerLightFilter is a simple version of PxrRodLightFilter.
Parameters
Rod Shape
Width
Width of the inner region of the rod (X axis).
Height
Height of the inner region of the rod (Y axis).
Depth
Depth of the inner region of the rod (Z axis).
Radius
Radius of the corners of the inner rod box.
Edge
Thickness of the edge region.
Multiplier
Density
How much effect the filter has (0-1 is the recommended range).
Invert
Invert the multipliers.
Intensity
Global Multiplier for both the diffuse and specular contribution below.
Diffuse
Controls how diffuse direct light is affected.
Specular
Controls how specular and glossy direct light is affected.
Saturation
Saturation of the light before hitting the surface (0 = greyscale, 1 = normal, higher than 1= boosted colors).
Falloff
Controls the transition from the core to the edge(s)
Falloff
Define the number of knots. This is a float ramp that controls the transition from the core to the edge.
Falloff Knots
An array of knot values.
Falloff Floats
An array of float values.
Falloff Interpolation
Type of ramp interpolation: linear, catmull-rom, bspline, and constant
Optional color gradient for the transition:
Color Ramp
Define the number of color knots.
Color Ramp Knots
An array of knot values. (For different color knots)
Ramp Colors
An array of color values.
Color Ramp Interpolation
Type of color ramp interpolation: linear, catmull-rom, bspline, and constant
Combine Mode
Combine Mode
mult: The results of all the filters are multiplied together
max: The maximum result from all filters is used. This works best for grey scale light filters.
min: The minimum result from all filters is used. This works best for grey scale light filters.
screen: Similar to the max operation, but it combines gradients in a smoother way. This works best for grey scale light.
Light filters on a light are grouped by their combine mode. Light filters in the same group are executed together and combined by the combine mode.The groups are executed in this order (max, min, screen, and then mult) and are multiplied together, which means a filter that turns things black in the mult group will zero out all other filters.