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Its usage includes illuminating objects, simulating commercial lighting used in many buildings, linear lights, fluorescent lights, and light panels. This is also used for making light saberslightsabers.

These parameters are the same as PxrRectLight and vice versa (with the exception of mapping capability). Because of this, the examples are mostly the same if you're familiar with it.

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Note

You will see mention of "non-physical" controls. These controls are designed to help artists make art-directed imagery by ignoring certain laws of physics we usually simulate.


Warning

Avid Avoid scaling the cylinder in such a way that the cross-section is no longer a circle. Essentially, do not "squash" the light by flattening it. You can scale it uniformly or by length.

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