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This infinite light simulates a bright distant light source like from the sun and moon.
Only rotation (direction) will be applied. Translation and scaling of this light will be ignored.
Parameters
Basic
Intensity
Scales the contribution of this light linearly.
The light intensity is computed using physical units which are typically 100.000 times too intense for regular RGB rendering. We scale it internally by 1e-e5 to generate pleasing illumination levels.
RIB: float intensityDefault: 1.0
Exposure
Specifies the exposure of the area light as a power of 2. Increasing the exposure by 1 will double the energy emitted by the light source. A value of 0 produces an intensity of 1 at the source, -1 produces 0.5.
RIB: float exposureDefault: 0.0
Angle Extent
Opening angle of the light source in degrees (sun=0.53).
RIB: float angleExtentDefault: 0.53
Distance
Distance of the light.
RIB: float distanceDefault: 10000.0
Color
The color of the emitted light. If a color map is specified, this tints the color map
RIB: color lightColorDefault: | 1.0 1.0 1.0 |
Enable Temperature
Turns color temperature on or off.
RIB: float enableTemperatureDefault: 0
Color Temperature
Allow the user to choose the color temperature of the light in Kelvins.
Unlike the basic light color, this allows the user to easily pick plausible light colors based on standard temperature measurements.
This control will act like a filter (a tinted transparent surface) in front of your light. If your light is white, you will get the chosen color temperature. If your light is colored, the color temperature will make it cooler (over 6500K) or warmer (below 6500K).
NOTE: The effect will be less pronounced on fully saturated mono-chromatic lights.
Defaults to 6500K, which should be very close to white on most monitors (D65 illuminant used by sRGB and Rec 709).
RIB: float temperatureDefault: 6500
Refine
Emission Focus
Off-axis cosine power exponent to shape the emission. This controls the spread of the light. Higher number will start focusing the light towards the center and thus narrowing the light spread.
RIB: float emissionFocusDefault: 0.0
Emission Focus Tint
Off-axis light color tint. This tints the emission in the falloff region starting from the off-angle direction of the light towards the center. By default, the tint color is black. In addition to tinting, value greater than white will also increase the intensity of the falloff region.
RIB: color emissionFocusTintDefault: 0.0 0.0 0.0
Specular Amount
Amount of specular light that is emitted.
RIB: float specularDefault: 1.0
Diffuse Amount
Amount of diffuse light that is emitted.
RIB: float diffuseDefault: 1.0
Shadows
Note: All shadow parameters will be ignored if the light's bidirectional is enabled.
Enable Shadows
Enable raytraced shadows.
RIB: int enableShadowsDefault: 1
Shadow Color
The color of the shadows cast by emitted light.
RIB: color shadowColorDefault: 0.0 0.0 0.0
Shadow Distance
The maximum distance of the shadow starting from the position of the point being shaded. -1.0 is unset which will use the distance between the point being shaded and the point on the light.
RIB: float shadowDistanceDefault: -1
Shadow Falloff
The distance from the light at which shadow falloff begins. -1.0 turns off shadow falloff.
RIB: float shadowFalloffDefault: -1
Shadow Falloff Gamma
The gamma of the shadow strength in the falloff zone.
RIB: float shadowFalloffGammaDefault: 1.0
Trace Subset
Set of geometry to consider for traced shadow intersection. If this is not specified, all geometry are considered for traced shadow intersection.
RIB: string shadowSubsetDefault: ""
Don't Trace Subset
Set of geometry to ignore for traced shadow intersection. If this is not specified, no geometry is ignored for traced shadow intersection.
RIB: string shadowExcludeSubsetDefault: ""
Advanced
Trace Light Paths
Enable light and photon tracing from this light. When this is on,
RIB: int traceLightPathsDefault: 0
Thin Shadow
Enable thin shadow and disable refraction caustics for this light. This parameter will ignored if Trace Light Paths is enabled.
RIB: int disableRefractionDirectLightingDefault: 1
Light Samples
Specifies an override of the number of light samples to be taken for this light source. If set to something other than zero, it will override the sampling performed by the integrator.
RIB: int fixedSampleCountDefault: 0
Light Group
Specify the light group name used for light group LPEs.
RIB: string lightGroupDefault: ""