Add a light source to 3D scene. The light can be any of point, directional, spot, area, or hemi types. Note: Only directional and spot light cast shadows.
Light Molecule | |
Preference Dialog | |
Properties | |
type | string, ( r ) |
pref.name | string, ( r ) |
pref. | string, ( r, w ) |
pref. | string, ( r, w ) |
pref. | string, ( r, w ) |
pref.x | float, ( r, w ) |
pref.y | float, ( r, w ) |
pref.z | float, ( r, w ) |
pref.ax | float, ( r, w ) |
pref.ay | float, ( r, w ) |
pref.az | float, ( r, w ) |
pref.dx | float, ( r, w ) |
pref.dy | float, ( r, w ) |
pref.dz | float, ( r, w ) |
pref.r | int [0, 255], ( r, w ) |
pref.g | int [0, 255], ( r, w ) |
pref.b | int [0, 255], ( r, w ) |
pref.sr | int [0, 255], ( r, w ) |
pref.sg | int [0, 255], ( r, w ) |
pref.sb | int [0, 255], ( r, w ) |
pref. | float, ( r, w ) |
pref. | float [0.0, 1.0], ( r, w ) |
pref. | float [0.0, 1.0], ( r, w ) |
pref. | float, ( r, w ) |
pref. | int, ( r, w ) |
pref. | int, ( r, w ) |
pref. | float, ( r, w ) |
pref. | bool, ( r, w ) |
pref.gel | string, ( r, w ) |
pref. | bool, ( r, w ) |
pref. | int, ( r, w ) |
pref. | int, ( r, w ) |
position | object, ( r, w ) |
worldPosition | object, ( r ) |
rotation | object, ( r, w ) |
intensity | float, ( r, w ) |
direction | float, ( r ) |
light | object, ( r ) |
Functions | |
attach | |
detach | |
delete | |
rename | |
show | |
hide | |
refresh | |
clone | |
serialize | |
setDiffuseColor | |
setSpecularColor | |
attachTo | |
detachFrom |
string, ( r )
The scriptable name for this molecule. This name can be set using rename function dynamically.
float, ( r, w )
Specifies the absolute upper range of the light in world units. i.e. how it diminishes with distance. Lights normally get fainter the further they are away. Also, each light is given a maximum range beyond which it cannot affect any objects. Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity.