LuxCore SDL Reference Manual v2.0

From LuxCoreRender Wiki
Jump to: navigation, search

The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.
The file ending of the render configuration file is ".cfg", for the scene file it's ".scn".

These files are usually created by exporter plugins, e.g. BlendLuxCore.
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.

Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene

Contents

Render configuration file

Property name Property type Default value Description
resumerendering.filesafe bool 1 enable/disable "safe save" mode for resume rendering file. A backup of the output is always valid even in the case of a system failure

Seed

The global seed value that is used to generate random numbers.
Two images rendered with the same seed will have the same noise pattern.

Property name Property type Default value Description
renderengine.seed unsigned int 1 min 1

Periodic save

Options related to periodic save operations.

Property name Property type Default value Description
periodicsave.resumerendering.period float 0 save the resume rendering file every specified amount of time (value in seconds). A value <= 0.0 disable the saving
periodicsave.resumerendering.filename float "resume.rsm" the name to use to save the rendering resume information periodically
periodicsave.film.period float 0 save the Film every specified amount of time (value in seconds). A value <= 0.0 disable the saving
periodicsave.film.filename float "film.flm" the name to use to save the film periodically
periodicsave.film.outputs.period float 600 save all Film outputs every specified amount of time (value in seconds). A value <= 0.0 disable the saving

Render Engine

Property name Property type Default value Description
renderengine.type string "PATHCPU" engine type

CPU Render Engines

CPU render engines are written in C++ and don't require OpenCL. All CPU render engines accept the following parameters:

Property name Property type Default value Theoretical range Recommended range Description
native.threads.count int CPU core count > 0 > 0 The number of threads will be used for the rendering

The following CPU engines are available:

"PATHCPU"

A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).

Property name Property type Default value Theoretical range Recommended range Description
path.pathdepth.total int 6 > 0 [1, 16] Maximum recursion depth of a path
path.pathdepth.diffuse int 4 > 0 [1, 16]
path.pathdepth.glossy int 4 > 0 [1, 16]
path.pathdepth.specular int 6 > 0 [1, 16]
path.russianroulette.depth int 3 > 0 [1, path.maxdepth] The path depth where Russian Roulette stars to be used
path.russianroulette.cap float 0.5 [0.0, 1.0] [0.0, 1.0] The threshold over which Russian Roulette is used
path.clamping.variance.maxvalue float 0.0 > 0.0 > 0.0 Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled
path.forceblackbackground.enable bool 0 0 or 1 0 or 1 Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas

"TILEPATHCPU"

Biased path tracer with many control options and support for tile rendering.
The sampler must be set to TILEPATHSAMPLER when using this engine.

Property name Property type Default value Theoretical range Recommended range Description
path.pathdepth.total int 6 > 0 [1, 16] Maximum recursion depth of a path
path.pathdepth.diffuse int 4 > 0 [1, 16]
path.pathdepth.glossy int 4 > 0 [1, 16]
path.pathdepth.specular int 6 > 0 [1, 16]
path.russianroulette.depth int 3 > 0 [1, path.maxdepth] The path depth where Russian Roulette stars to be used
path.russianroulette.cap float 0.5 [0.0, 1.0] [0.0, 1.0] The threshold over which Russian Roulette is used
path.clamping.variance.maxvalue float 0.0 > 0.0 > 0.0 Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled
path.forceblackbackground.enable bool 0 0 or 1 0 or 1 Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas
tilepath.sampling.aa.size int 3 > 0 [1, 13] All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)
tile.size int 32 ≥ 8 [8, 256] Tile size in pixels
tile.multipass.enable bool 1 0 or 1 o or 1 Re-render the image until a halt threshold is met or indefinitely
tile.multipass.convergencetest.threshold float 6.0 / 256.0 > 0.0 [1.0 / 256.0, 6.0 / 256.0] Target noise level
tile.multipass.convergencetest.threshold.reduction float 0.0 [0.0, 1.0] [0.75, 0.95] Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)
tile.multipass.convergencetest.warmup.count int 32 ≥ 0 [8, 128] Warm up period for the convergence test expressed in samples per pixel

"BIDIRCPU"

A Bidirectional path tracer.

Property name Property type Default value Theoretical range Recommended range Description
path.maxdepth int 5 > 0 [1, 16] Maximum recursion depth of a eye path
light.maxdepth int 5 > 0 [1, 16] Maximum recursion depth of a light path
path.russianroulette.depth int 3 > 0 [1, path.maxdepth] The path depth where Russian Roulette starts to be used
path.russianroulette.cap float 0.5 [0.0, 1.0] [0.0, 1.0] The threshold over which Russian Roulette is used

"RTPATHCPU"

Engine optimized for interactive scene editing and camera movement.
The sampler must be set to RTPATHCPUSAMPLER when using this engine.

Supports the same properties as "PATHCPU" plus the following:

Property name Property type Default value Theoretical range Recommended range Description
rtpathcpu.zoomphase.size int 4 render scaled down film for the first few frames after a scene edit (to make interactions more fluid)
rtpathcpu.zoomphase.weight float 0.1 description: TODO

OpenCL Render Engines

OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:

Property name Property type Default value Theoretical range Recommended range Description
opencl.platform.index int -1 A valid platform index -1 Select the OpenCL platform to use. All devices available on all platforms will be used with -1
opencl.cpu.use bool 1 0 or 1 0 or 1 If to use all OpenCL CPU devices available
opencl.gpu.use bool 1 0 or 1 0 or 1 If to use all OpenCL GPU devices available
opencl.cpu.workgroup.size int 0 Any valid OpenCL workgroup size 64 Set the OpenCL workgroup size, 0 means to use the driver suggested value
opencl.gpu.workgroup.size int 0 Any valid OpenCL workgroup size 64 Set the OpenCL workgroup size, 0 means to use the driver suggested value
opencl.devices.select string "" Any valid selection string Any valid selection string Select each OpenCL device to use. It is a string of "0" and "1". "1" means use the device, "0" do not

The following OpenCL engines are available:

"PATHOCL"

OpenCL version of PATHCPU. Supports the same settings as PATHCPU plus the following:

Property name Property type Default value Theoretical range Recommended range Description
pathocl.pixelatomics.enable bool 0 0 or 1 0 or 1 Enable pixel atomic operation
opencl.task.count int "AUTO" "AUTO" or > 0 [64K, 1024K] The number of tasks sent to the OpenCL device in one kernel call

"RTPATHOCL"

A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.
The sampler must be set to TILEPATHSAMPLER when using this engine.

Supports the same settings as PATHOCL plus the following:

Property name Property type Default value Theoretical range Recommended range Description
rtpath.resolutionreduction.preview int 4 > 0 [1, 32] Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1
rtpath.resolutionreduction.preview.step int 8 > 0 [1, 32] Each preview step is rendered for n frames
rtpath.resolutionreduction int 4 > 0 [1, 32] Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time

"TILEPATHOCL"

OpenCL version of TILEPATHCPU.
The sampler must be set to TILEPATHSAMPLER when using this engine.

Supports the same settings as TILEPATHCPU plus the following:

Property name Property type Default value Theoretical range Recommended range Description
tilepathocl.devices.maxtiles int 16 ≥ 1 [1, 32] Maximum number of tiles to send in a single call to each OpenCL device

"FILESAVER"

Saves everything needed to render the scene to the output path, including textures and meshes.

Property name Property type Default value Description
filesaver.format string "TXT" "TXT" for a text SDL format and "BIN" for a single file binary format
filesaver.filename string "luxcore-exported-scene.bcf" file name for "BIN" format
filesaver.directory string "luxcore-exported-scene" output path for "TXT" format
filesaver.renderengine.type string "PATHCPU" render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.

Experimental and debugging engines

These engines are experimental, deprecated or are only intended for very specific purposes:

"BIDIRVMCPU"

Bidir with vertex merging, currently experimental.
Supports the same settings as BIDIRCPU plus the following:

Property name Property type Default value Theoretical range Recommended range Description
bidirvm.lightpath.count int 16 * 1024 > 0 Number of lightpaths per pass
bidirvm.startradius.scale float 0.003 > 0 Photon radius of the first pass
bidirvm.alpha float 3 > 0 [0.0, 1.0] Photon radius is multiplied with this value after every pass to reduce the radius

"LIGHTCPU"

For testing.

Property name Property type Default value Theoretical range Recommended range Description
light.maxdepth int 5 > 0 [1, 16] Maximum recursion depth of a light path
light.russianroulette.depth int 3 > 0 [1, path.maxdepth] The path depth where Russian Roulette starts to be used
light.russianroulette.cap float 0.5 [0.0, 1.0] [0.0, 1.0] The threshold over which Russian Roulette is used

Sampler

Samplers are used by following render engines:

  • LIGHTCPU
  • PATHCPU
  • BIDIRCPU
  • BIDIRVMCPU
  • PATHOCL
Property name Property type Default value Description
sampler.type string "SOBOL" sampler type

The following samplers are available:

"SOBOL"

Sampler with sobol pattern. Parameters:

Property name Property type Default value Theoretical range Recommended range Description
sampler.sobol.adaptive.strength float 0.7 0 ≤ x < 0.95 0.5 - 0.9 it sets if the sampler should be more or less adaptive

"METROPOLIS"

Metropolis sampler. Parameters:

Property name Property type Default value Theoretical range Recommended range Description
sampler.metropolis.largesteprate float 0.4 0 ≤ x ≤ 1 0 - 1 Probability of generating a large sample mutation
sampler.metropolis.maxconsecutivereject int 512 x ≥ 0 0 - 32768 Number of consecutive rejects before a next mutation is forced. Low values can cause bias
sampler.metropolis.imagemutationrate float 0.1 0 ≤ x ≤ 1 0 - 1 Maximum distance over the image plane for a small mutation

"RANDOM"

Fully random sampler. This sampler is mostly intended for testing purpose. Parameters:

Property name Property type Default value Theoretical range Recommended range Description
sampler.random.adaptive.strength float 0.7 0 ≤ x < 0.95 0.5 - 0.9 it sets if the sampler should be more or less adaptive

Filter

Property name Property type Default value Theoretical range Recommended range Description
film.filter.type string "BLACKMANHARRIS" Type of pixel filter.
film.filter.width float 2.0 x > 0.0 0.1 - 3.0 Filter radius in pixels. Does not have an effect on the NONE filter
film.filter.xwidth float 2.0 x > 0.0 0.1 - 3.0 Width in pixels. Overwrite film.filter.width value
film.filter.ywidth float 2.0 x > 0.0 0.1 - 3.0 Width in pixels. Overwrite film.filter.width value

Available filters are:

"NONE"

Disable pixel filtering.

"BOX"

Box pixel filter. No parameters.

"GAUSSIAN"

Gaussian pixel filter.

Property name Property type Default value Theoretical range Recommended range Description
film.filter.gaussian.alpha float 2.0 x > 0.0 0.1 - 10.0 Gaussian rate of falloff. Lower values give blurrier images.

"MITCHELL"

Mitchel pixel filter.

Property name Property type Default value Theoretical range Recommended range Description
film.filter.mitchell.b float 1.0/3.0 0.0 ≤ x ≤ 1.0 0.0 - 1.0 B parameter for the mitchell filter in the range
film.filter.mitchell.c float 1.0/3.0 0.0 ≤ x ≤ 1.0 0.0 - 1.0 C parameter for the mitchell filter in the range 0..1

"MITCHELL_SS"

Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).

Property name Property type Default value Theoretical range Recommended range Description
film.filter.mitchellss.b float 1.0/3.0 0.0 ≤ x ≤ 1.0 0.0 - 1.0 B parameter for the mitchell filter in the range
film.filter.mitchellss.c float 1.0/3.0 0.0 ≤ x ≤ 1.0 0.0 - 1.0 C parameter for the mitchell filter in the range 0..1

"BLACKMANHARRIS"

Blcakman-Harris pixel filter. No parameters.

Light Strategy

The direct light sampling strategy is defined by the following property:

Property name Property type Default value Theoretical range Recommended range Description
lightstrategy.type string "LOG_POWER" "UNIFORM", "POWER" or "LOG_POWER" N/A Direct light sampling strategy

"UNIFORM"

"UNIFORM" light strategy samples evenly all light sources.

"POWER"

"POWER" light strategy samples the light sources based on their power.

"LOG_POWER"

"LOG_POWER" light strategy samples the light sources based on logarithm of their power.

Accelerator

The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:

Property name Property type Default value Theoretical range Recommended range Description
accelerator.type string "AUTO" "AUTO", "BVH", "MBVH", "QBVH", "MQBVH", "EMBREE" "AUTO" The intersection accelerator. "AUTO" will select the best one available for the current LuxRays intersection device. "EMBREE" is currently usable only on CPU render engines
accelerator.instances.enable bool 1 0 or 1 0 or 1 Enable instance support (or disable in order to slightly increase rendering speed)

Epsilon

Minimum and maximum allowed value for scene epsilon can be define by the following properties:

Property name Property type Default value Theoretical range Recommended range Description
scene.epsilon.min float 1e-5f Any float value 1e-6f ≤ x ≤ 1e-1f Minimum allowed value for scene epsilon
scene.epsilon.max float 1e-1f Any float value 1e-3f ≤ x ≤ 1e+2f Maximum allowed value for scene epsilon

Film

Property name Property type Default value Description
film.safesave bool 1 enable "safe save" of Film serialization. A backup of the output is always valid even in the case of a system failure.

Film OpenCL Options

Property name Property type Default value Description
film.opencl.enable bool 1 enable OpenCL film operations
film.opencl.platform unsigned int -1 choose which platform will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)
film.opencl.device unsigned int -1 choose which device will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)

Film Outputs (aka AOVs)

Property name Property type Default value Description
film.outputs.safesave bool 1 enable "safe save" for Film outputs. A backup of the output is always valid even in the case of a system failure

The film object supports many types of outputs (aka AOVs). The complete list of supported output types:

Name Type
RGB HDR
RGBA HDR
RGB_IMAGEPIPELINE HDR/LDR
RGBA_IMAGEPIPELINE HDR/LDR
ALPHA HDR/LDR
DEPTH HDR
POSITION HDR
GEOMETRY_NORMAL HDR
SHADING_NORMAL HDR
MATERIAL_ID HDR/LDR
DIRECT_DIFFUSE HDR
DIRECT_GLOSSY HDR
EMISSION HDR
INDIRECT_DIFFUSE HDR
INDIRECT_GLOSSY HDR
INDIRECT_SPECULAR HDR
MATERIAL_ID_MASK HDR/LDR
DIRECT_SHADOW_MASK HDR/LDR
INDIRECT_SHADOW_MASK HDR/LDR
RADIANCE_GROUP HDR/LDR
UV HDR/LDR
RAYCOUNT HDR/LDR
BY_MATERIAL_ID HDR/LDR
IRRADIANCE HDR
OBJECT_ID HDR
OBJECT_ID_MASK HDR/LDR
BY_OBJECT_ID HDR/LDR
SAMPLECOUNT HDR/LDR
CONVERGENCE HDR/LDR

Note: MATERIAL_ID_MASK, RADIANCE_GROUP, BY_MATERIAL_ID, OBJECT_ID_MASK, BY_OBJECT_ID use an additional property, aside from ".type" and ".filename": ".id"

Note that the Bidir engine only supports a subset of AOVs. The AOVs supported by Bidir are: "RADIANCE_GROUP", "SAMPLECOUNT", "ALPHA", "RGBA", "RGB", "DEPTH".

This is the list of output channel data types and sizes:

Output type Data type Size Description
RGB float film width x film height x 3 R, G, B
RGB_IMAGEPIPELINE float film width x film height x 3 R, G, B
RGBA float film width x film height x 4 R, G, B, A
ALPHA float film width x film height x 1 Alpha value [0, 1]
DEPTH float film width x film height x 1 Camera distance
POSITION float film width x film height x 3 World X, Y, Z
GEOMETRY_NORMAL float film width x film height x 3 Normal vector X, Y, Z
SHADING_NORMAL float film width x film height x 3 Normal vector X, Y, Z
DIRECT_DIFFUSE float film width x film height x 3 Diffuse R, G, B
DIRECT_GLOSSY float film width x film height x 3 Glossy R, G, B
EMISSION float film width x film height x 3 Emission R, G, B
INDIRECT_DIFFUSE float film width x film height x 3 Indirect diffuse R, G, B
INDIRECT_GLOSSY float film width x film height x 3 Indirect glossy R, G, B
INDIRECT_SPECULAR float film width x film height x 3 Indirect specular R, G, B
MATERIAL_ID_MASK float film width x film height x 1 Material mask [0, 1]
DIRECT_SHADOW_MASK float film width x film height x 1 Shadow mask [0, 1]
INDIRECT_SHADOW_MASK float film width x film height x 1 Shadow mask [0, 1]
RADIANCE_GROUP float film width x film height x 3 R, G, B
UV float film width x film height x 2 Texture coordinates U, V
RAYCOUNT float film width x film height x 1 Ray count
BY_MATERIAL_ID float film width x film height x 3 By material ID
MATERIAL_ID uint film width x film height x 1 Material ID
IRRADIANCE float film width x film height x 3 R, G, B
OBJECT_ID_MASK float film width x film height x 1 Object mask [0, 1]
BY_OBJECT_ID float film width x film height x 3 By object ID
OBJECT_ID uint film width x film height x 1 Object ID
SAMPLECOUNT uint film width x film height x 1 Sample count
CONVERGENCE float film width x film height x 1 The distance of each pixel from the convergence threshold

Film Channels

Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a "RGBA" output will automatically enable "RADIANCE_PER_PIXEL_NORMALIZED" (and "RADIANCE_PER_SCREEN_NORMALIZED" for BIDIRCPU) and "ALPHA". The supported channels are:

Channel type Data type Size Last element is weight ? Note
CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED float film width x film height x 4 Yes One for each radiance group. Eye paths radiance.
CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED float film width x film height x 3 No One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.
CHANNEL_ALPHA float film width x film height x 2 Yes
CHANNEL_RGB_IMAGEPIPELINE float film width x film height x 3 No
CHANNEL_DEPTH float film width x film height x 1 No
CHANNEL_POSITION float film width x film height x 3 No
CHANNEL_GEOMETRY_NORMAL float film width x film height x 3 No
CHANNEL_SHADING_NORMAL float film width x film height x 3 No
CHANNEL_MATERIAL_ID u_int film width x film height x 1 No
CHANNEL_DIRECT_DIFFUSE float film width x film height x 4 Yes
CHANNEL_DIRECT_GLOSSY float film width x film height x 4 Yes
CHANNEL_EMISSION float film width x film height x 4 Yes
CHANNEL_INDIRECT_DIFFUSE float film width x film height x 4 Yes
CHANNEL_INDIRECT_SPECULAR float film width x film height x 4 Yes
CHANNEL_MATERIAL_ID_MASK float film width x film height x 2 Yes
CHANNEL_DIRECT_SHADOW_MASK float film width x film height x 2 Yes
CHANNEL_INDIRECT_SHADOW_MASK float film width x film height x 2 Yes
CHANNEL_UV float film width x film height x 2 No
CHANNEL_RAYCOUNT float film width x film height No
CHANNEL_BY_MATERIAL_ID float film width x film height x 4 Yes
CHANNEL_IRRADIANCE float film width x film height x 4 Yes
CHANNEL_OBJECT_ID u_int film width x film height x 1 No
CHANNEL_OBJECT_ID_MASK float film width x film height x 2 Yes
CHANNEL_BY_OBJECT_ID float film width x film height x 4 Yes

This is the list of channels enabled by each output:

Output Enabled channels
RGB CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)
RGBA CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA
RGB_IMAGEPIPELINE CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)
RGBA_IMAGEPIPELINE CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA
ALPHA ALPHA
DEPTH DEPTH
POSITION DEPTH, POSITION
GEOMETRY_NORMAL DEPTH, GEOMETRY_NORMAL
SHADING_NORMAL DEPTH, SHADING_NORMAL
MATERIAL_ID DEPTH, MATERIAL_ID
DIRECT_DIFFUSE DIRECT_DIFFUSE
DIRECT_GLOSSY DIRECT_GLOSSY
EMISSION EMISSION
INDIRECT_DIFFUSE INDIRECT_DIFFUSE
INDIRECT_GLOSSY INDIRECT_GLOSSY
INDIRECT_SPECULAR INDIRECT_SPECULAR
MATERIAL_ID_MASK MATERIAL_ID, MATERIAL_ID_MASK
DIRECT_SHADOW_MASK DIRECT_SHADOW_MASK
INDIRECT_SHADOW_MASK INDIRECT_SHADOW_MASK
RADIANCE_GROUP CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)
UV DEPTH, UV
RAYCOUNT DEPTH, RAYCOUNT
BY_MATERIAL_ID BY_MATERIAL_ID
IRRADIANCE IRRADIANCE
OBJECT_ID DEPTH, OBJECT_ID
OBJECT_ID_MASK OBJECT_ID, OBJECT_ID_MASK
BY_OBJECT_ID BY_OBJECT_ID

Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.

Image pipeline

It is possible to define multiple image pipelines at the same time

Radiance Group

Radiance groups are used to get only the contribution of a group of lights in the scene.
Lights can be grouped by setting their .id property to the same number, on materials this is done with the .emission.id property.

Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).

Property name Property type Default value Description
film.imagepipelines.<pipeline #>.radiancescales.<id>.globalscale float 1 global weighting of radiance group
film.imagepipelines.<pipeline #>.radiancescales.<id>.temperature float 6500.0 light temperature
film.imagepipelines.<pipeline #>.radiancescales.<id>.rgbscale vector 1.0 1.0 1.0 light color
film.imagepipelines.<pipeline #>.radiancescales.radiancescales.<id>.enabled bool 1 enable radiance group

Image pipeline plug-ins

Type: TONEMAP_LINEAR
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "TONEMAP_LINEAR" linear tonemapping
film.imagepipelines.<pipeline #>.<plugin #>.scale float 1.0 tonemapping scale
Type: TONEMAP_REINHARD02
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "TONEMAP_REINHARD02" reinhard tonemapping
film.imagepipelines.<pipeline #>.<plugin #>.prescale float 1.0 reinhard prescale
film.imagepipelines.<pipeline #>.<plugin #>.postscale float 1.2 reinhard postscale
film.imagepipelines.<pipeline #>.<plugin #>.burn float 3.75 reinhard burn
Type: TONEMAP_AUTOLINEAR
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "TONEMAP_AUTOLINEAR" automatic linear tonemapping
Type: TONEMAP_LUXLINEAR
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "TONEMAP_LUXLINEAR" linear tonemapping with real camera settings
film.imagepipelines.<pipeline #>.<plugin #>.sensitivity float 100.0 ISO sensitivity
film.imagepipelines.<pipeline #>.<plugin #>.exposure float 0.001 exposure time
film.imagepipelines.<pipeline #>.<plugin #>.fstop float 2.8 f/aperture
Type: NOP
Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "NOP" no parameters tonemapper
Type: GAMMA_CORRECTION
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "TONEMAP_LINEAR" gamma correction
film.imagepipelines.<pipeline #>.<plugin #>.value float 2.2 gamma value
film.imagepipelines.<pipeline #>.<plugin #>.table.size unsigned int 4096 resolution
Type: OUTPUT_SWITCHER
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "OUTPUT_SWITCHER" overwrite output
film.imagepipelines.<pipeline #>.<plugin #>.channel string "DEPTH" channel whose values are used to overwrite
film.imagepipelines.<pipeline #>.<plugin #>.index unsigned int 0 index
Type: GAUSSIANFILTER_3x3
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "GAUSSIANFILTER_3x3" gaussian filter
film.imagepipelines.<pipeline #>.<plugin #>.weight float 0.15 blurring weight
Type: CAMERA_RESPONSE_FUNC
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string CAMERA_RESPONSE_FUNC analog camera film simulation
film.imagepipelines.<pipeline #>.<plugin #>.name string "Advantix_100CD" film type
Type: BACKGROUND_IMG
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string BACKGROUND_IMG show the background image where alpha < 1 (simple compositing)
film.imagepipelines.<pipeline #>.<plugin #>.file string ... background image path (e.g scenes/simple-mat/sky.exr)
film.imagepipelines.<pipeline #>.<plugin #>.gamma float 2.2 background image gamma
film.imagepipelines.<pipeline #>.<plugin #>.storage string auto background image storage type

Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.

Type: BLOOM
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "BLOOM" bloom effect
film.imagepipelines.<pipeline #>.<plugin #>.radius float 0.07 how large the bloom effect is in % of the image size (i.e. 1.0 = all image)
film.imagepipelines.<pipeline #>.<plugin #>.weight float 0.25 how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)
Type: VIGNETTING
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "VIGNETTING" vignetting effect
film.imagepipelines.<pipeline #>.<plugin #>.scale float 0.4 vignetting strength
Type: COLOR_ABERRATION
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "COLOR_ABERRATION" color aberration effect
film.imagepipelines.<pipeline #>.<plugin #>.amount float 0.005 color aberration amount
Type: MIST
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "MIST" aerial perspective effect (fake fog)
film.imagepipelines.<pipeline #>.<plugin #>.color spectrum [1, 1, 1] mist color
film.imagepipelines.<pipeline #>.<plugin #>.amount float 0.005 mist amount
film.imagepipelines.<pipeline #>.<plugin #>.startdistance float 0 distance from camera until where the mist effect has zero effect
film.imagepipelines.<pipeline #>.<plugin #>.enddistance float 10000 distance from camera from where the mist effect has maximum effect
film.imagepipelines.<pipeline #>.<plugin #>.excludebackground bool false Do not apply mist effect on pixels with infinite distance to the camera
Type: CONTOUR_LINES
Property name Property type Default value Description
film.imagepipelines.<pipeline #>.<plugin #>.type string "CONTOUR_LINES" contour lines for IRRADIANCE AOV
film.imagepipelines.<pipeline #>.<plugin #>.range float  ?  ?
film.imagepipelines.<pipeline #>.<plugin #>.scale float  ?  ?
film.imagepipelines.<pipeline #>.<plugin #>.steps int  ?  ?
film.imagepipelines.<pipeline #>.<plugin #>.zerogridsize int  ?  ?

Film Subregion

Property name Property type Default value Description
film.subregion vector ... <xstart> <xstop> <ystart> <ystop>

Rendering halt conditions

By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:

Property name Property type Default value Description
batch.haltthreshold float -1.0 enable image convergence test and stops when the error is under the defined value. Use a value like "n / 256.0" where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.
batch.haltthreshold.warmup unsigned int 64 number of average samples per pixel before to start the convergence test
batch.haltthreshold.step unsigned int 64 number of average samples per pixel between two tests
batch.haltthreshold.filter.enable bool 1 if the CONVERGENCE AOV (generated by the batch.haltthreshold) should be filtered or not with a 3x3 box filter
batch.haltthreshold.stoprendering.enable bool 1 Set this to 0 (false) if you only want to use the haltthreshold settings for adaptive sampling in an endless render
batch.halttime float 0.0 number of seconds before stopping the rendering
batch.haltspp unsigned int 0 number of average samples per pixel before stopping the rendering

Scene file

Camera

Property name Property type Default value Description
scene.camera.type string "perspective" "perspective", "orthographic" or "environment" (360° panorama
mapped in latlong format)
scene.camera.lookat.orig point (float float float) 0.0 10.0 0.0 camera location
scene.camera.lookat.target point (float float float) 0.0 0.0 0.0 camera target
scene.camera.up vector (float float float) (0.0, 0.0, 1.0) camera up vector
scene.camera.fieldofview float 45.0 field of view
scene.camera.screenwindow vector 0.0 1.0 0.0 1.0 <xstart> <xstop> <ystart> <ystop>
scene.camera.shutteropen float 0.0 camera shutter open time (used for motion blur)
scene.camera.shutterclose float 0.0 camera shutter close time (used for motion blur)
scene.camera.autovolume.enable bool true try automatically to discover scene.camera.volume
scene.camera.volume string the initial volume rays will travel in

The camera supports motion blur. See Object Motion Blur .
(Only difference being that instead of the prefix scene.objects.<object name>, the prefix scene.camera is used when setting motion properties of the camera)

Textures

Check LuxCoreRender Textures for a high level description and examples of the textures.

Mapping

Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:

Property name Property type Default value Description
scene.textures.<texture name>.mapping.type string "uvmapping2d" type of mapping
scene.textures.<texture name>.mapping.rotation float 0.0 UV rotation (in degrees)
scene.textures.<texture name>.mapping.uvscale UV 1.0 1.0 UV scale
scene.textures.<texture name>.mapping.uvdelta UV 0.0 0.0 UV translation
Property name Property type Default value Description
scene.textures.<texture name>.mapping.type string "uvmapping3d" type of mapping
scene.textures.<texture name>.mapping.transformation Matrix4x4 1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
transformation matrix
Property name Property type Default value Description
scene.textures.<texture name>.mapping.type string "globalmapping3d" type of mapping
scene.textures.<texture name>.mapping.transformation Matrix4x4 1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
transformation matrix

Type: add

Property name Property type Default value Description
scene.textures.<texture name>.type string "add" type of texture
scene.textures.<texture name>.texture1 texture 1.0 texture name or constant
scene.textures.<texture name>.texture2 texture 1.0 texture name or constant

Type: subtract

Property name Property type Default value Description
scene.textures.<texture name>.type string "subtract" type of texture
scene.textures.<texture name>.texture1 texture 1.0 texture name or constant
scene.textures.<texture name>.texture2 texture 1.0 texture name or constant

Type: band

Property name Property type Default value Description
scene.textures.<texture name>.type string "band" type of texture
scene.textures.<texture name>.amount texture 0.5 texture name or constant
scene.textures.<texture name>.interpolation string "linear" "linear", "cubic" or "none"
scene.textures.<texture name>.offset[0..n] float 0.0 multiple offsets in the range of [0.0, 1.0]
scene.textures.<texture name>.value[0..n] spectrum 1.0 1.0 1.0 a value for each offset

Type: blender_blend

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_blend" type of texture
scene.textures.<texture name>.progressiontype string "linear" linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial
scene.textures.<texture name>.direction string "horizontal" horizontal or vertical
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_clouds

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_clouds" type of texture
scene.textures.<texture name>.noisetype string "soft_noise" hard_noise or soft_noise
scene.textures.<texture name>.noisebasis string "blender_original" blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise
scene.textures.<texture name>.noisesize float 0.25
scene.textures.<texture name>.noisedepth int 2
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_distortednoise

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_distortednoise" type of texture
scene.textures.<texture name>.noise_distortion string "blender_original" blender_original, original_perlin, improved_perlin, voronoi_f1,
voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,
voronoi_crackle or cell_noise
scene.textures.<texture name>.noisebasis string "blender_original" blender_original, original_perlin, improved_perlin, voronoi_f1,
voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,
voronoi_crackle or cell_noise
scene.textures.<texture name>.noisesize float 0.25
scene.textures.<texture name>.distortion float 1
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_magic

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_magic" type of texture
scene.textures.<texture name>.noisedepth int 2
scene.textures.<texture name>.turbulence float 5.0
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_marble

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_marble" type of texture
scene.textures.<texture name>.marbletype string "soft" soft, sharp or sharper
scene.textures.<texture name>.turbulence float 5.0
scene.textures.<texture name>.noisebasis string "blender_original" blender_original, original_perlin, improved_perlin, voronoi_f1,
voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,
voronoi_crackle or cell_noise
scene.textures.<texture name>.noisebasis2 string "sin" sin, saw or tri
scene.textures.<texture name>.noisedepth int 2
scene.textures.<texture name>.noisesize float 0.25
scene.textures.<texture name>.noisetype string "soft_noise" soft_noise or hard_noise
scene.textures.<texture name>.turbulence float 5.0
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_musgrave

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_musgrave" type of texture
scene.textures.<texture name>.musgravetype string "multifractal" multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain
scene.textures.<texture name>.noisebasis string "blender_original" blender_original, original_perlin, improved_perlin, voronoi_f1,
voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,
voronoi_crackle or cell_noise
scene.textures.<texture name>.dimension float 1.0
scene.textures.<texture name>.intensity float 1.0
scene.textures.<texture name>.lacunarity float 1.0
scene.textures.<texture name>.offset float 1.0
scene.textures.<texture name>.gain float 1.0
scene.textures.<texture name>.octaves float 1.0
scene.textures.<texture name>.gain float 1.0
scene.textures.<texture name>.noisesize float 0.25
scene.textures.<texture name>.noisetype string "soft_noise" soft_noise or hard_noise
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_noise

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_noise" type of texture
scene.textures.<texture name>.noisedepth int 2
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_stucci

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_stucci" type of texture
scene.textures.<texture name>.stuccitype string "plastic" plastic, wall_in or wall_out
scene.textures.<texture name>.noisebasis string "blender_original" blender_original, original_perlin, improved_perlin, voronoi_f1,
voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,
voronoi_crackle or cell_noise
scene.textures.<texture name>.noisetype string "soft_noise" soft_noise or hard_noise
scene.textures.<texture name>.noisesize float 0.25
scene.textures.<texture name>.turbulence float 5.0
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_wood

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_wood" type of texture
scene.textures.<texture name>.woodtype string "bands" bands, rings, bandnoise or ringnoise
scene.textures.<texture name>.noisebasis string "blender_original" blender_original, original_perlin, improved_perlin, voronoi_f1,
voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,
voronoi_crackle or cell_noise
scene.textures.<texture name>.noisebasis2 string "sin" sin, saw or tri
scene.textures.<texture name>.noisetype string "soft_noise" soft_noise or hard_noise
scene.textures.<texture name>.noisesize float 0.25
scene.textures.<texture name>.turbulence float 5.0
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: blender_voronoi

Emulate Blender procedural texture.

Property name Property type Default value Description
scene.textures.<texture name>.type string "blender_voronoi" type of texture
scene.textures.<texture name>.intensity float 1.0
scene.textures.<texture name>.distmetric string "actual_distance" actual_distance, distance_squared, manhattan,
chebychev, minkowski_half, minkowski_four or minkowski
scene.textures.<texture name>.w1 float 1.0
scene.textures.<texture name>.w2 float 0.0
scene.textures.<texture name>.w3 float 0.0
scene.textures.<texture name>.w4 float 0.0
scene.textures.<texture name>.noisesize float 0.25
scene.textures.<texture name>.bright float 1.0
scene.textures.<texture name>.contrast float 1.0

Type: brick

Property name Property type Default value Description
scene.textures.<texture name>.type string "brick" type of texture
scene.textures.<texture name>.bricktex texture 1.0 1.0 1.0 texture name or constant
scene.textures.<texture name>.mortartex texture 0.2 0.2 0.2 texture name or constant
scene.textures.<texture name>.brickmodtex texture 1.0 1.0 1.0 texture name or constant
scene.textures.<texture name>.brickbond string "running" "flemish", "english", "herringbone", "basket" or "chain link"
scene.textures.<texture name>.brickwidth float 0.3 brick width
scene.textures.<texture name>.brickheight float 0.1 brick height
scene.textures.<texture name>.brickdepth float 0.15 brick depth
scene.textures.<texture name>.mortarsize float 0.01 mortar size
scene.textures.<texture name>.brickrun float 0.75 brick run
scene.textures.<texture name>.brickbevel float 0.0 brick bevel

This texture supports 3D mapping.

Type: checkerboard3d

Property name Property type Default value Description
scene.textures.<texture name>.type string "checkerboard3d" type of texture
scene.textures.<texture name>.texture1 texture 1.0 texture name or constant
scene.textures.<texture name>.texture2 texture 0.0 texture name or constant

This texture supports 3D mapping.

Type: checkerboard2d

Property name Property type Default value Description
scene.textures.<texture name>.type string "checkerboard2d" type of texture
scene.textures.<texture name>.texture1 texture 1.0 texture name or constant
scene.textures.<texture name>.texture2 texture 0.0 texture name or constant

This texture supports 2D mapping.

Type: constfloat1

Property name Property type Default value Description
scene.textures.<texture name>.type string "constfloat1" type of texture
scene.textures.<texture name>.value float 1.0 constant value

Type: constfloat3

Property name Property type Default value Description
scene.textures.<texture name>.type string "constfloat3" type of texture
scene.textures.<texture name>.value spectrum (1.0, 1.0, 1.0) RGB constant value

Type: densitygrid

You can use ".data", ".data3" or ".openvdb.file" to define the 3D grid values.

Property name Property type Default value Description
scene.textures.<texture name>.type string "densitygrid" type of texture
scene.textures.<texture name>.nx unsigned int grid x size
scene.textures.<texture name>.ny unsigned int grid y size
scene.textures.<texture name>.nz unsigned int grid z size
scene.textures.<texture name>.wrap string "repeat" select the type of grid wrapping mode: "repeat", "black", "white", "clamp"
scene.textures.<texture name>.wrap string "repeat" select the type of grid wrapping mode: "repeat", "black", "white", "clamp"
scene.textures.<texture name>.storage string "half" select the type of memory storage: "auto", "byte", "half", "float"
scene.textures.<texture name>.data float vector grid values (total count: nx * ny * nz)
scene.textures.<texture name>.data3 float vector grid values (total count: nx * ny * nz * 3)
scene.textures.<texture name>.openvdb.file string OpenVDB file name
scene.textures.<texture name>.openvdb.grid string OpenVDB grid name to read from the file

Type: dots

Property name Property type Default value Description
scene.textures.<texture name>.type string "dots" type of texture
scene.textures.<texture name>.inside texture 1.0 texture name or constant
scene.textures.<texture name>.outside texture 0.0 texture name or constant

This texture supports 2D mapping.

Type: fbm

Property name Property type Default value Description
scene.textures.<texture name>.type string "fbm" type of texture
scene.textures.<texture name>.octaves int 8 noise octaves
scene.textures.<texture name>.roughness float 0.5 noise roughness

This texture supports 3D mapping.

Type: fresnelapproxk

Property name Property type Default value Description
scene.textures.<texture name>.type string "fresnelapproxk" type of texture
scene.textures.<texture name>.texture texture (0.5, 0.5, 0.5) texture name or constant

Type: fresnelapproxn

Property name Property type Default value Description
scene.textures.<texture name>.type string "fresnelapproxn" type of texture
scene.textures.<texture name>.texture texture (0.5, 0.5, 0.5) texture name or constant

Type: hitpointalpha

Use the value obtained by interpolating triangle vertices alphas.

Property name Property type Default value Description
scene.textures.<texture name>.type string "hitpointalpha" type of texture

Type: hitpointcolor

Use the color obtained by interpolating triangle vertices colors.

Property name Property type Default value Description
scene.textures.<texture name>.type string "hitpointcolor" type of texture

Type: hitpointgrey

Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).

Property name Property type Default value Description
scene.textures.<texture name>.type string "hitpointgrey" type of texture
scene.textures.<texture name>.channel int -1 the index of the RGB channel to use. -1 means the luminance of the RGB value

Type: hsv

Hue saturation value manipulation.

Property name Property type Default value Description
scene.textures.<texture name>.type string "hsv" type of texture
scene.textures.<texture name>.texture texture 0 0 0 input color that will be manipulated
scene.textures.<texture name>.hue texture 0.5 shift in hue (range: 0..1)
scene.textures.<texture name>.saturation texture 1.0 saturation (range: 0..inf)
scene.textures.<texture name>.value texture 1.0 brightness multiplier (range: 0..inf)

Type: imagemap

Property name Property type Default value Description
scene.textures.<texture name>.type string "imagemap" type of texture
scene.textures.<texture name>.file string "image.png" name of the image file
scene.textures.<texture name>.gamma float 2.2 gamma correction value used in the image
scene.textures.<texture name>.gain float 1.0 image values are multiplied by gain value
scene.textures.<texture name>.storage string "auto" select the type of memory storage: "auto", "byte", "half", "float"
scene.textures.<texture name>.wrap string "repeat" select the type of image map wrapping mode: "repeat", "black", "white", "clamp"
scene.textures.<texture name>.channel string "default" extract from the image only the selected channels:
"default", "red", "green", "blue",
"alpha", "mean", "colored_mean", "rgb"

Type: normalmap

Property name Property type Default value Description
scene.textures.<texture name>.type string "normalmap" type of texture
scene.textures.<texture name>.texture texture 0 0 0 input. Is treated as an XYZ vector in tangent space.
scene.textures.<texture name>.scale float 1.0 multiplier for adjusting normalmap height

Type: marble

Property name Property type Default value Description
scene.textures.<texture name>.type string "marble" type of texture
scene.textures.<texture name>.octaves int 8 noise octaves
scene.textures.<texture name>.roughness float 0.5 noise roughness
scene.textures.<texture name>.scale float 1.0 marble scale
scene.textures.<texture name>.variation float 0.2 marble variation

This texture supports 3D mapping.

Type: mix

Property name Property type Default value Description
scene.textures.<texture name>.type string "mix" type of texture
scene.textures.<texture name>.amount texture 0.5 texture name or constant
scene.textures.<texture name>.texture1 texture 0.0 texture name or constant
scene.textures.<texture name>.texture2 texture 1.0 texture name or constant

Type: scale

Property name Property type Default value Description
scene.textures.<texture name>.type string "scale" type of texture
scene.textures.<texture name>.texture1 texture 1.0 texture name or constant
scene.textures.<texture name>.texture2 texture 1.0 texture name or constant

Type: uv

This procedural texture has no parameters aside from the support of 2D mapping.

Type: windy

This procedural texture has no parameters aside from the support of 3D mapping.

Type: wood

Property name Property type Default value Description
scene.textures.<texture name>.type string "wood" type of texture
scene.textures.<texture name>.woodtype string "bands" "bands", "rings", "bandnoise" or "ringnoise"
scene.textures.<texture name>.noisebasis2 string "sin" "sin", "saw" or "tri"
scene.textures.<texture name>.noisetype string "soft_noise" "soft_noise" or "hard_noise"
scene.textures.<texture name>.noisesize float 0.25 noise size
scene.textures.<texture name>.turbulence float 5.0 noise turbulence
scene.textures.<texture name>.bright float 1.0 bright
scene.textures.<texture name>.contrast float 1.0 contrast

This texture supports 3D mapping.

Type: wrinkled

Property name Property type Default value Description
scene.textures.<texture name>.type string "wrinkled" type of texture
scene.textures.<texture name>.octaves int 8 noise octaves
scene.textures.<texture name>.roughness float 0.5 noise roughness

This texture supports 3D mapping.

Type: abs

Property name Property type Default value Description
scene.textures.<texture name>.type string "abs" type of texture
scene.textures.<texture name>.texture texture 1.0 texture name or constant

Type: clamp

Property name Property type Default value Description
scene.textures.<texture name>.type string "clamp" type of texture
scene.textures.<texture name>.texture texture 1.0 texture name or constant
scene.textures.<texture name>.min float 0.0 lower boundary of the clamping
scene.textures.<texture name>.max float 1.0 upper boundary of the clamping

Type: blackbody

Property name Property type Default value Description
scene.textures.<texture name>.type string "blackbody" type of texture
scene.textures.<texture name>.temperature float 6500 emission temperature

Type: irregulardata

Property name Property type Default value Description
scene.textures.<texture name>.type string "irregulardata" type of texture
scene.textures.<texture name>.wavelengths vector 580.0 620.0 660.0 wavelenghts
scene.textures.<texture name>.data vector 0.0 0.000015 0.0 data (length should match wavelength's length)

Type: lampspectrum

Property name Property type Default value Description
scene.textures.<texture name>.type string "lampspectrum" type of texture
scene.textures.<texture name>.name string "Daylight" lamp light spectrum

Type: Fresnel Textures

Textures for loading optical data

Type: fresnelcolor

Property name Property type Default value Description
scene.textures.<texture name>.type string fresnelcolor type of texture
scene.textures.<texture name>.kr vector 0.5 0.0 0.0 reflection color

Type: fresnelpreset

Property name Property type Default value Description
scene.textures.<texture name>.type string fresnelpreset type of texture
scene.textures.<texture name>.name string aluminium fresnel preset ("aluminium", "silver", "copper", "gold" or "amorphous carbon")

Type: fresnelsopra

Property name Property type Default value Description
scene.textures.<texture name>.type string fresnelpreset type of texture
scene.textures.<texture name>.file string ... nk file path (e.g scenes/luxball/Au.nk)

Type: fresnelluxpop

Property name Property type Default value Description
scene.textures.<texture name>.type string fresnelpreset type of texture
scene.textures.<texture name>.file string ... nk file path (e.g scenes/luxball/Cr.nk)

Volumes

Check LuxCoreRender Volumes for a high level description and examples of the volumes.

All volumes share these properties

Property name Property type Default value Description
scene.volumes.<volume name>.type string clear volume type
scene.volumes.<volume name>.priority unsigned int 0 volume priority (when volumes overlap, the one with highest priority overrides the others)
scene.volumes.<volume name>.ior texture ... index of refraction
scene.volumes.<volume name>.absorption texture ... absorption texture
scene.volumes.<volume name>.emission texture ... emission
scene.volumes.<volume name>.emission.id unsigned int ... emission ID

Volume: Clear

Property name Property type Default value Description
scene.volumes.<volume name>.type string clear volume type

Volume: Homogeneous

Property name Property type Default value Description
scene.volumes.<volume name>.type string homogeneous volume type
scene.volumes.<volume name>.scattering texture ... scattering texture
scene.volumes.<volume name>.asymmetry texture ... asymmetry texture
scene.volumes.<volume name>.multiscattering bool ... multiscattering

Volume: Heterogeneous

Property name Property type Default value Description
scene.volumes.<volume name>.type string heterogeneous volume type
scene.volumes.<volume name>.scattering texture ... scattering texture
scene.volumes.<volume name>.asymmetry texture ... asymmetry texture
scene.volumes.<volume name>.multiscattering bool ... multiscattering
scene.volumes.<volume name>.steps.size float ... step size
scene.volumes.<volume name>.steps.maxcount unsigned int ... step maximum count

Materials

Check LuxCoreRender Materials for a high level description and examples of the materials.

Common properties

Common material properties:

Property name Property type Default value Description
scene.materials.<material name>.bumptex texture texture to use for the bump mapping
scene.materials.<material name>.normaltex texture texture to use for the normal mapping
scene.materials.<material name>.samples int -1 number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.
scene.materials.<material name>.visibility.indirect.diffuse.enable bool true if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.
scene.materials.<material name>.visibility.indirect.glossy.enable bool true if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.
scene.materials.<material name>.visibility.indirect.specular.enable bool true if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.
scene.materials.<material name>.bumpsamplingdistance float 0.001 set the offset used to sample bump/normal mapping.
scene.materials.<material name>.volume.interior string vol1 name of interior volume (for volume rendering)
scene.materials.<material name>.volume.exterior string vol2 name of exterior volume (for volume rendering)
scene.materials.<material name>.id int ... material id
scene.materials.<material name>.transparency texture 1.0 transparency of the material. 1 for opaque, 0 for fully transparent
scene.materials.<material name>.shadowcatcher.enable bool false If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.

Normal maps

Normal maps are set first as a texture type and then assigned to the material. For example:

scene.textures.normmap.type = imagemap
scene.textures.normmap.file = scenes/bump/normal.png

scene.materials.mat_white.type = matte
scene.materials.mat_white.kd = 0.8 0.8 0.8
scene.materials.mat_white.normaltex = normmap

Light emission

All materials can emit light:

Property name Property type Default value Description
scene.materials.<material name>.emission texture 0.0 0.0 0.0 color of the emitted light
scene.materials.<material name>.emission.gain spectrum 1.0 1.0 1.0 multiplier for lamp brigthness
scene.materials.<material name>.emission.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.materials.<material name>.emission.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.materials.<material name>.emission.mapfile string the name of an optional image map that can be used to scale the emitted light
scene.materials.<material name>.emission.gamma float 2.2 gamma value of the image map defined with .mapfile property
scene.materials.<material name>.emission.iesfile string a IES profile of emitted light
scene.materials.<material name>.emission.iesblob blob a IES profile of emitted light embedded in a blob
scene.materials.<material name>.emission.flipz bool false flip the IES profile along the Z axis
scene.materials.<material name>.emission.samples int -1 the number of shadow ray to trace to compute direct light from this material.
This property is an hint and the render engine can ignore this information. -1 means use the default global value.
scene.materials.<material name>.emission.map.width unsigned int 0 scale the image or IES map to the specified width. 0 means use the original size
scene.materials.<material name>.emission.map.height unsigned int 0 scale the image or IES map to the specified height. 0 means use the original size
scene.materials.<material name>.emission.id int 0 the radiance group the light emitted from this material is assigned to.
scene.materials.<material name>.emission.theta float 90.0 How directional the light is emitted, set as the half-angle of the light source. Default is 90°.
Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.
scene.materials.<material name>.emission.importance float 1.0 A hint how often to sample this light source compared to other lights

Type: archglass

This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.

Property name Property type Default value Description
scene.materials.<material name>.type string "archglass" type of material
scene.materials.<material name>.kr texture 1.0 1.0 1.0 texture or constant reflected color of the material
scene.materials.<material name>.kt texture 1.0 1.0 1.0 texture or constant transmitted color of the material
scene.materials.<material name>.interiorior texture 1.5 inside texture or constant index of refraction (only for volume-less rendering)
scene.materials.<material name>.exteriorior texture 1.0 outside texture or constant index of refraction (only for volume-less rendering)

Type: carpaint

Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.

The available presets for the carpaint material are:

  • "ford f8"
  • "polaris silber"
  • "opel titan"
  • "bmw339"
  • "2k acrylack"
  • "white"
  • "blue"
  • "blue matte"
Property name Property type Default value Description
scene.materials.<material name>.type string "carpaint" type of material
scene.materials.<material name>.preset string "ford f8" one of the avilable presets
scene.materials.<material name>.ka texture 0.0 0.0 0.0 absorption color
scene.materials.<material name>.d texture 0.0 absorption depth
scene.materials.<material name>.kd texture 0.0 0.0 0.0 diffuse color
scene.materials.<material name>.ks1 texture 0.0 0.0 0.0 specular color - layer 1
scene.materials.<material name>.ks2 texture 0.0 0.0 0.0 specular color - layer 2
scene.materials.<material name>.ks3 texture 0.0 0.0 0.0 specular color - layer 3
scene.materials.<material name>.r1 texture 0.0 0.0 0.0 fresnel effect strength - layer 1
scene.materials.<material name>.r2 texture 0.0 0.0 0.0 fresnel effect strength - layer 2
scene.materials.<material name>.r3 texture 0.0 0.0 0.0 fresnel effect strength - layer 3
scene.materials.<material name>.m1 texture 0.0 0.0 0.0 roughness - layer 1
scene.materials.<material name>.m2 texture 0.0 0.0 0.0 roughness - layer 2
scene.materials.<material name>.m3 texture 0.0 0.0 0.0 roughness - layer 3

Type: cloth

Property name Property type Default value Description
scene.materials.<material name>.type string "cloth" type of material
scene.materials.<material name>.preset string "denim" denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth
scene.materials.<material name>.weft_kd texture 0.5 0.5 0.5 coefficient of diffuse reflection in one weave direction
scene.materials.<material name>.weft_ks texture 0.5 0.5 0.5 coefficient of specular reflection in one weave direction
scene.materials.<material name>.warp_kd texture 0.5 0.5 0.5 coefficient of diffuse reflection in the opposite weave direction
scene.materials.<material name>.warp_ks texture 0.5 0.5 0.5 coefficient of specular reflection in the opposite weave direction
scene.materials.<material name>.repeat_u float 100.0 thread count in the u direction
scene.materials.<material name>.repeat_v float 100.0 thread count in the v direction

Type: glass

Property name Property type Default value Description
scene.materials.<material name>.type string "glass" type of material
scene.materials.<material name>.kr texture 1.0 texture or constant reflected color of the material
scene.materials.<material name>.kt texture 1.0 texture or constant transmitted color of the material
scene.materials.<material name>.interiorior texture 1.5 inside texture or constant index of refraction (only for volume-less rendering)
scene.materials.<material name>.exteriorior texture 1.0 outside texture or constant index of refraction (only for volume-less rendering)
scene.materials.<material name>.cauchyc texture 0.0 if defined and > 0.0, enable dispersion. The value is the C term of the Cauchy's equation

Type: glossy2

Property name Property type Default value Description
scene.materials.<material name>.type string "glossy2" type of material
scene.materials.<material name>.kd texture 0.5 0.5 0.5 texture or constant diffuse color of the material
scene.materials.<material name>.ks texture 0.5 0.5 0.5 texture or constant specular color of the material
scene.materials.<material name>.uroughness texture 0.1 texture or constant roughness value along u coordinate of the material
scene.materials.<material name>.vroughness texture 0.1 texture or constant roughness value along v coordinate of the material
scene.materials.<material name>.ka texture 0.0 0.0 0.0 texture or constant value of coefficient of absorption of the coating layer
scene.materials.<material name>.d texture 0.0 texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)
scene.materials.<material name>.index texture 0.0 0.0 0.0 IOR of the coating. IOR overrides color Ks if both are specified
scene.materials.<material name>.multibounce bool false simulation of asperity (velvet-like reflection) on the glossy surface

Type: glossytranslucent

Property name Property type Default value Description
scene.materials.<material name>.type string "glossytranslucent" type of material
scene.materials.<material name>.kd texture 0.5 0.5 0.5 texture or constant diffuse color of the material
scene.materials.<material name>.kt texture 0.5 0.5 0.5 texture or constant transmission color of the material
scene.materials.<material name>.ks texture 0.5 0.5 0.5 texture or constant specular color of the material
scene.materials.<material name>.ks_bf texture 0.5 0.5 0.5 texture or constant backface specular color of the material
scene.materials.<material name>.uroughness texture 0.1 texture or constant roughness value along u coordinate of the material
scene.materials.<material name>.uroughness_bf texture 0.1 texture or constant backface roughness value along u coordinate of the material
scene.materials.<material name>.vroughness texture 0.1 texture or constant roughness value along v coordinate of the material
scene.materials.<material name>.vroughness_bf texture 0.1 texture or constant backface roughness value along v coordinate of the material
scene.materials.<material name>.ka texture 0.0 0.0 0.0 texture or constant value of coefficient of absorption of the coating layer
scene.materials.<material name>.ka_bf texture 0.0 0.0 0.0 texture or constant value of backface coefficient of absorption of the coating layer
scene.materials.<material name>.d texture 0.0 texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)
scene.materials.<material name>.d_bf texture 0.0 texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)
scene.materials.<material name>.index texture 0.0 0.0 0.0 IOR of the coating. IOR overrides color Ks if both are specified
scene.materials.<material name>.index_bf texture 0.0 0.0 0.0 IOR of the backface coating. IOR overrides color Ks if both are specified
scene.materials.<material name>.multibounce bool false simulation of asperity (velvet-like reflection) on the glossy surface
scene.materials.<material name>.multibounce_bf bool false backface simulation of asperity (velvet-like reflection) on the glossy surface

Type: glossycoating

Property name Property type Default value Description
scene.materials.<material name>.type string "glossycoating" type of material
scene.materials.<material name>.base string name of base material, the coating layer is added on top of this material
scene.materials.<material name>.ks texture 0.5 0.5 0.5 texture or constant specular color of the material
scene.materials.<material name>.uroughness texture 0.1 texture or constant roughness value along u coordinate of the material
scene.materials.<material name>.vroughness texture 0.1 texture or constant roughness value along v coordinate of the material
scene.materials.<material name>.ka texture 0.0 0.0 0.0 texture or constant value of coefficient of absorption of the coating layer
scene.materials.<material name>.d texture 0.0 texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)
scene.materials.<material name>.index texture 0.0 0.0 0.0 IOR of the coating. IOR overrides color Ks if both are specified
scene.materials.<material name>.multibounce bool false simulation of asperity (velvet-like reflection) on the glossy surface

Type: matte

Property name Property type Default value Description
scene.materials.<material name>.type string "matte" type of material
scene.materials.<material name>.kd texture 0.75 0.75 0.75 texture or constant color of the matte material

Type: mattetranslucent

Property name Property type Default value Description
scene.materials.<material name>.type string "mattetranslucent" type of material
scene.materials.<material name>.kr texture 0.5 0.5 0.5 texture or constant reflected color of the material
scene.materials.<material name>.kt texture 0.5 0.5 0.5 texture or constant transmitted color of the material

Type: metal2

Property name Property type Default value Description
scene.materials.<material name>.type string "metal2" type of material
scene.materials.<material name>.fresnel fresnel texture ... fresnel texture
scene.materials.<material name>.uroughness texture 0.1 texture or constant roughness value along u coordinate of the material
scene.materials.<material name>.vroughness texture 0.1 texture or constant roughness value along v coordinate of the material
scene.materials.<material name>.preset string "aluminium" (DEPRECATED) "aluminium", "silver", "copper", "gold" or "amorphous carbon"
scene.materials.<material name>.n texture 0.5 0.5 0.5 (DEPRECATED) texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property
scene.materials.<material name>.k texture 0.5 0.5 0.5 (DEPRECATED) texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property

Type: mirror

Property name Property type Default value Description
scene.materials.<material name>.type string "mirror" type of material
scene.materials.<material name>.kr texture 1.0 1.0 1.0 texture or constant reflected color of the material

Type: mix

This material can be used to mix 2 other materials.

Property name Property type Default value Description
scene.materials.<material name>.type string "mix" type of material
scene.materials.<material name>.material1 string mat1 name of another material
scene.materials.<material name>.material2 string mat2 name of another material
scene.materials.<material name>.amount texture 0.5 texture or constant value used to mix the materials

Type: null

This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.

Property name Property type Default value Description
scene.materials.<material name>.type string "null" type of material

Type: roughglass

Property name Property type Default value Description
scene.materials.<material name>.type string "roughglass" type of material
scene.materials.<material name>.kr texture 1.0 1.0 1.0 texture or constant reflected color of the material
scene.materials.<material name>.kt texture 1.0 1.0 1.0 texture or constant transmitted color of the material
scene.materials.<material name>.interiorior texture 1.5 inside texture or constant index of refraction
scene.materials.<material name>.exteriorior texture 1.0 outside texture or constant index of refraction
scene.materials.<material name>.uroughness texture 0.1 texture or constant roughness value along u coordinate of the material
scene.materials.<material name>.vroughness texture 0.1 texture or constant roughness value along v coordinate of the material

Type: roughmatte

Property name Property type Default value Description
scene.materials.<material name>.type string "roughmatte" type of material
scene.materials.<material name>.kd texture 0.75 0.75 0.75 texture or constant color of the roughmatte material
scene.materials.<material name>.sigma texture 0.0 the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection

Type: velvet

Property name Property type Default value Description
scene.materials.<material name>.type string "velvet" type of material
scene.materials.<material name>.kd texture 0.5 0.5 0.5 color of the material's fuzz
scene.materials.<material name>.p1 texture -2.0 polynomial that influences the fuzz
scene.materials.<material name>.p2 texture 20.0 polynomial that influences the fuzz
scene.materials.<material name>.p3 texture 2.0 polynomial that influences the fuzz
scene.materials.<material name>.thickness texture 0.1 height of the fuzz

Objects

Property name Property type Default value Description
scene.objects.<object name>.material string type of object material
scene.objects.<object name>.shape string name of shape with the triangle mesh description.Memory required to store the triangle mesh information is allocated only
once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.
scene.objects.<object name>.ply string (Deprecated, use .shape instead) name of PLY file with the triangle mesh description.
Memory required to store the triangle mesh information is allocated only
once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.
scene.objects.<object name>.transformation matrix 4x4 1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
transformation matrix
scene.objects.<object name>.vertices float This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.
It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).
scene.objects.<object name>.faces unsigned int This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.
It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).
scene.objects.<object name>.id unsigned int object ID
scene.objects.<object name>.camerainvisible bool false toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.

Object Motion Blur

LuxCore supports transformation motion blur for objects. Motion blur is enabled if an object has a motion system defined as described below.

A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time. Step indices start at 0. The times have to be monotonic (each greater than the last).

Note that the embree accelerator only supports a maximum of 129 time steps.

Property name Property type Default value Description
scene.objects.<object name>.motion.<step>.time float time (in seconds) of the step
scene.objects.<object name>.motion.<step>.transformation matrix 4x4 1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
transformation matrix of the object at the given step

Shapes

Type: mesh

Property name Property type Default value Description
scene.shapes.<shape name>.type string "mesh" mesh shape
scene.shapes.<shape name>.ply string ... mesh path (e.g scenes/luxball/luxball-shell.ply)

Type: inlinedmesh

Property name Property type Default value Description
scene.shapes.<shape name>.type string "inlinedmesh" inlinedmesh shape
scene.shapes.<shape name>.vertices vector ... inlinedmesh vertices (e.g 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0)
scene.shapes.<shape name>.faces vector ... inlinedmesh faces (e.g 0 1 2)

Type: pointiness

Contains surface curvature information in vertex alpha channel.
You can access this information in materials via a hitpointalpha texture.
The values range from -1 to 1 (float).
Values from -1 to 0 are concave, while values from 0 to 1 are convex.

Examples

Property name Property type Default value Description
scene.shapes.<shape name>.type string "pointiness" pointiness shape
scene.shapes.<shape name>.source string ... pointiness source (a mesh shape)

Type: strands

Can be used for hair, fur, grass etc.
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.

Property name Property type Default value Description
scene.shapes.<shape name>.type string "strands" strands shape
scene.shapes.<shape name>.file string ... strands file (scenes/strands/straight.hair)

Strands tessellation methods

Property name Property type Default value Description
scene.shapes.<shape name>.tessellation.type string "ribbon" ribbon tessellation
scene.shapes.<shape name>.tessellation.usecameraposition bool 1 use camera position
Property name Property type Default value Description
scene.shapes.<shape name>.tessellation.type string "ribbonadaptive" ribbon adaptive tessellation method
scene.shapes.<shape name>.tessellation.adaptative.maxdepth unsigned int 12 max tessellation depth
scene.shapes.<shape name>.tessellation.adaptative.error float 0.0075 max tessellation error
Property name Property type Default value Description
scene.shapes.<shape name>.tessellation.type string "solid" solid tessellation method
scene.shapes.<shape name>.tessellation.solid.sidecount unsigned int 12 tessellation's side count
Property name Property type Default value Description
scene.shapes.<shape name>.tessellation.type string "solidadaptive" solidadaptive tessellation method
scene.shapes.<shape name>.tessellation.solidadaptive.sidecount unsigned int 8 tessellation's side count
scene.shapes.<shape name>.tessellation.solidadaptive.maxdepth unsigned int 16 tessellation's max depth
scene.shapes.<shape name>.tessellation.solidadaptive.error float 0.05 tessellation's max error

Light sources

Check LuxRender Lighting for an high level description and example of the light sources.

Common parameters

Property name Property type Default value Description
scene.lights.<light name>.gain spectrum 1.0 1.0 1.0 intensity of the light
scene.lights.<light name>.transformation matrix 4x4 1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
transformation matrix
scene.lights.<light name>.samples int -1 the number of shadow ray to trace to compute direct light for this light source.
This property is an hint and the render engine can ignore this information. -1 means use the default global value.
scene.lights.<light name>.id int 0 the radiance group the light emitted from this material is assigned to.
scene.lights.<light name>.importance float 1.0 A hint how often to sample this light compared to other lights

Type: sun

Property name Property type Default value Description
scene.lights.<light name>.type string "sun" type of light
scene.lights.<light name>.turbidity float 2.2 turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days
scene.lights.<light name>.relsize float 1.0 relative size to the sun
scene.lights.<light name>.dir vector 0.0 0.0 1.0 direction vector of the sun
scene.lights.<light name>.visibility.indirect.diffuse.enable bool true if the light source is visible by indirect rays on diffuse surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.glossy.enable bool true if the light source is visible by indirect rays on glossy surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.specular.enable bool true if the light source is visible by indirect rays on specular surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.

Type: sky2

Hosek-Wilkie sky model.

Property name Property type Default value Description
scene.lights.<light name>.type string "sky2" type of light
scene.lights.<light name>.turbidity float 2.2 turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days
scene.lights.<light name>.dir vector 0.0 0.0 1.0 direction vector of the sun
scene.lights.<light name>.gain vector ... gain
scene.lights.<light name>.groundalbedo vector 0.5 0.5 0.5 ground albedo
scene.lights.<light name>.visibility.indirect.diffuse.enable bool true if the light source is visible by indirect rays on diffuse surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.glossy.enable bool true if the light source is visible by indirect rays on glossy surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.specular.enable bool true if the light source is visible by indirect rays on specular surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.ground.enable bool 1 enable ground color
scene.lights.<light name>.ground.color vector ... RGB ground color

Type: infinite

Spherical lightsource surrounding the scene at infinite distance.
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.

Property name Property type Default value Description
scene.lights.<light name>.type string "infinite" type of light
scene.lights.<light name>.file string "image.png" filename of the environment map
scene.lights.<light name>.gamma float 2.2 gamma correction used by the image map
scene.lights.<light name>.storage string "auto" environment map storage type ("auto", "byte", "half" or "float")
scene.lights.<light name>.visibility.indirect.diffuse.enable bool true if the light source is visible by indirect rays on diffuse surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.glossy.enable bool true if the light source is visible by indirect rays on glossy surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.specular.enable bool true if the light source is visible by indirect rays on specular surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.sampleupperhemisphereonly bool false an option set to black the lower hemisphere. Mostly useful for shadow catchers.

Type: point

Property name Property type Default value Description
scene.lights.<light name>.type string "point" type of light
scene.lights.<light name>.position point 0.0 0.0 0.0 position
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain

Type: mappoint

Point light with support for IES files or image maps controlling the strength of light emitted.

Property name Property type Default value Description
scene.lights.<light name>.type string "mappoint" type of light
scene.lights.<light name>.position point 0.0 0.0 0.0 position
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.mapfile string the name of an optional image map that can be used to scale the emitted light
scene.lights.<light name>.gamma float 2.2 gamma value of the image map defined with .mapfile property
scene.lights.<light name>.iesfile string a IES profile of emitted light and the render engine can ignore this information. -1 means use the default global value.
scene.lights.<light name>.iesblob string a IES profile of emitted light embedded in a blob
scene.lights.<light name>.flipz bool false flip the IES profile along the Z axis
scene.lights.<light name>.map.width unsigned int 0 scale the image or IES map to the specified width. 0 means use the original size
scene.lights.<light name>.map.height unsigned int 0 scale the image or IES map to the specified height. 0 means use the original size

Type: sphere

Property name Property type Default value Description
scene.lights.<light name>.type string "sphere" type of light
scene.lights.<light name>.position point 0.0 0.0 0.0 position
scene.lights.<light name>.radius float 1.0 position
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain

Type: mapsphere

Sphere light with support for IES files or image maps controlling the strength of light emitted.

Property name Property type Default value Description
scene.lights.<light name>.type string "mapsphere" type of light
scene.lights.<light name>.position point 0.0 0.0 0.0 position
scene.lights.<light name>.radius float 1.0 position
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.mapfile string the name of an optional image map that can be used to scale the emitted light
scene.lights.<light name>.gamma float 2.2 gamma value of the image map defined with .mapfile property
scene.lights.<light name>.iesfile string a IES profile of emitted light and the render engine can ignore this information. -1 means use the default global value.
scene.lights.<light name>.iesblob string a IES profile of emitted light embedded in a blob
scene.lights.<light name>.flipz bool false flip the IES profile along the Z axis
scene.lights.<light name>.map.width unsigned int 0 scale the image or IES map to the specified width. 0 means use the original size
scene.lights.<light name>.map.height unsigned int 0 scale the image or IES map to the specified height. 0 means use the original size

Type: spot

Property name Property type Default value Description
scene.lights.<light name>.type string "spot" type of light
scene.lights.<light name>.position point 0.0 0.0 0.0 position
scene.lights.<light name>.target point 0.0 0.0 1.0 target
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.coneangle float 30.0 angle in degrees of the spotlight cone
scene.lights.<light name>.conedeltaangle float 5.0 angle at which the spotlight intensity starts to fade from the edge

Type: projection

Property name Property type Default value Description
scene.lights.<light name>.type string "projection" type of light
scene.lights.<light name>.position point 0.0 0.0 0.0 position
scene.lights.<light name>.target point 0.0 0.0 1.0 target
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain
scene.lights.<light name>.fov float 45.0 field of view in terms of angular spread along the shorter image axis
scene.lights.<light name>.mapfile string filename of the image to project. If not specified, a constat light color will be used.
scene.lights.<light name>.gamma float 2.2 gamma value of the image map defined with .mapfile property

Type: constantinfinite

Property name Property type Default value Description
scene.lights.<light name>.type string "constantinfinite" type of light
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.visibility.indirect.diffuse.enable bool true if the light source is visible by indirect rays on diffuse surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.glossy.enable bool true if the light source is visible by indirect rays on glossy surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.
scene.lights.<light name>.visibility.indirect.specular.enable bool true if the light source is visible by indirect rays on specular surfaces.
This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.

Type: sharpdistant

Property name Property type Default value Description
scene.lights.<light name>.type string "sharpdistant" type of light
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.direction vector 0.0 0.0 1.0 direction

Type: distant

Property name Property type Default value Description
scene.lights.<light name>.type string "distant" type of light
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.direction vector 0.0 0.0 1.0 direction
scene.lights.<light name>.theta float 10.0 half angle of the light source in degree. Must be > 0 for soft shadows

Type: laser

A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).

Property name Property type Default value Description
scene.lights.<light name>.type string "laser" type of light
scene.lights.<light name>.position point 0.0 0.0 0.0 position
scene.lights.<light name>.target point 0.0 0.0 1.0 target
scene.lights.<light name>.color spectrum 1.0 1.0 1.0 color
scene.lights.<light name>.power float 0.0 lamp output power in watts. Setting 0 for both power and efficacy
bypasses this feature and uses only the lamp gain
scene.lights.<light name>.efficency float 0.0 luminous efficacy in lumens/watt. Setting 0 for both power and efficacy
bypasses this feature and uses only the lamp gain
scene.lights.<light name>.radius float 0.01 radius of the laser beam