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PxrCookieLightFilter projects a painted texture in front of the = light.
This light filter is a more extensive version of PxrGoboLightFilter
Cookie Mode
Specify the cookie mode:
Physical (0): The cookie behaves like a stained glass w= indow through which light falls. The falloff and blur are determined by the= size of the light, the distance to the light and distance from the cookie.=
Analytic (1): The cookie has a fixed projection and man= ual blur and falloff controls.
Map
Filename of the projected texture. If you want to control the blur for t= he projected edge, include the mask into the alpha channel of this map. Oth= erwise, it will use a white opaque alpha installed on $RMANTREE/lib/texture= s/white.tex for blurring when Blur is > 0.0.
Width
Width of the rect which the light is shining through.
Height
Height of the rect which the light is shining through.
Density
Controls the strength of the projected effect.
Invert
Specify whether to invert the projected texture before it is applied.
Intensity
Global Multiplier for both the diffuse and specular contribution below.<= /p>
Diffuse
Multiplier of this light filter result for the diffuse contribution.
Specular
Multiplier of this light filter result for the specular contribution.
Directional
When this is on, the texture projects along a direction using the orthog= raphic projection. When it is off, the texture projects using a focal point= specified by the Apex.
Shear X
Shear the projection along the X axis.
Shear Y
Shear the projection along the Y axis.
Apex
Distance between the center of cookie and the center of projection. This= is only applicable when Directional is off.
Use Light Direction
If this is on, the projection direction is determined by the position of= the center of the light source. Otherwise, it only follows the orientation= of the cookie. WARNING: This does not work with dome and mesh lights.=
Tile Mode
Specifies how the texture repeats.Invert U
Turn this on only if you want to flip the texture from left to right. By= default, the orientation of the texture is matching the orientation as it = is viewed in an image viewer.
Invert V
Turn this on only if you want to flip texture from bottom to top. By def= ault, the orientation of the texture is matching the orientation as it is v= iewed in an image viewer. Note that the light filter already takes into the= account of flipping the V direction for the correct default orientation.= p>
Scale U
Scale of the projected texture in the U direction.
Scale V
Scale of the projected texture in the V direction.
Offset U
Offset of the projected texture in the U direction.
Offset V
Offset of the the projected texture in the V direction.
Use Alpha
If this is off, your result may not be=
smooth.
Premultiplied Alpha
If using a texture with unpr=
emultiplied Alpha, set this to 0 of off for correct behavior.
Blur
Specify the blur of projected texture from 0-1. This gets multiplied by = the blurNear/blurFar interpolation. This blurs between the projected color = and the fill color when the texture is not repeating.
S Blur Mult
Blur multiplier in S direction.
T Blur Mult
Blur multiplier in T direction.
Blur Near Dist
Distance from the cookie where the blur interpolation starts.
Blur Midpoint
Distance between near and far, where the midValue is located.
Blur Far Dist
Distance from the cookie where the blur interpolation ends.
Blur Near Value
Blur multiplier where the blur interpolation starts.
Blur Mid Value
Blur multiplier in the middle of the blur interpolation.
Blur Far Value
Blur multiplier where the blur interpolation ends.
Blur Exponent
Power exponent of the blur interpolation.
Density Near Dist
Distance from the cookie where the density interpolation starts.
Density Midpoint
Distance between near and far, where the midValue is located.
Density Far Dist
Distance from the cookie where the density interpolation ends.
Density Near Value
Density multiplier where the blur interpolation starts.
Density Mid Value
Density multiplier in the middle of the density interpolation.
Density Far Value
Density multiplier where the blur interpolation ends.
Density Exponent
Power exponent of the density interpolation.
Saturation
Saturation of the result (0=3Dgreyscale,1=3Dnormal,>1=3Dboosted color= s).
Midpoint
Midpoint for the contrast control.
Contrast
Contrast control (less than 1 =3D contrast reduction, larger than 1 =3D = contrast increase).
White Point
White point for the contrast control if (contrast > 1.0).
Tint
Tint of the resulting color after saturation, contrast and clamp.
Combine Mode
mult: The results of all the filters are multiplied tog= ether
max: The maximum result from all filters is used.This w= orks best for grey scale light filters.
min: The minimum result from all filters is used.This w= orks best for grey scale light filters.
screen: Similar to the max operation, but it combines g= radients in a smoother way. This works best for grey scale light.
Light filters on a light are grouped by their combine mode. Light filter= s 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 t= he mult group will zero out all other filters.