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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.
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
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
Opening angle of the light source in degrees (sun=0.53).RIB: float angleExtentDefault: 0.53
Distance of the light.RIB: float distanceDefault: 10000.0
The color of the emitted light. If a color map is specified, this tints the color mapRIB: color lightColorDefault: | 1.0 1.0 1.0 |
Turns color temperature on or off.RIB: float enableTemperatureDefault: 0
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
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
Amount of specular light that is emitted.RIB: float specularDefault: 1.0
Amount of diffuse light that is emitted.RIB: float diffuseDefault: 1.0
Note: All shadow parameters will be ignored if the light's bidirectional is enabled.
Enable raytraced shadows.RIB: int enableShadowsDefault: 1
The color of the shadows cast by emitted light.RIB: color shadowColorDefault: 0.0 0.0 0.0
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
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
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: ""
Trace Light Paths
Enable light and photon tracing from this light. When this is on,RIB: int traceLightPathsDefault: 0
Enable thin shadow and disable refraction caustics for this light. This parameter will ignored if Trace Light Paths is enabled.RIB: int disableRefractionDirectLightingDefault: 1
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
Specify the light group name used for light group LPEs.RIB: string lightGroupDefault: ""