LuxCore SDL Reference Manual v2.3: Difference between revisions
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|'''scene.textures.<texture name>.type''' || string || "blackbody" || type of texture | |'''scene.textures.<texture name>.type''' || string || "blackbody" || type of texture | ||
|- | |- | ||
|'''scene.textures.<texture name>.temperature''' || float|| 6500 || emission temperature | |'''scene.textures.<texture name>.temperature''' || float || 6500 || emission temperature | ||
|- | |||
|'''scene.textures.<texture name>.normalize''' || bool || false || normalize the output | |||
|} | |} | ||
Revision as of 13:48, 12 October 2019
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
Note that matrices are passed as flat lists in column-major form.
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 | string | "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 | string | "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", "LOG_POWER" or "DLS_CACHE" | 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.
"DLS_CACHE"
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).
Options for the DLS cache:
Property name | Property type | Default value | Theoretical range | Recommended range | Description |
---|---|---|---|---|---|
lightstrategy.entry.radius | float | 0.0 | N/A | Entry radius in meters, automatic radius estimation is used if the radius is set to 0 | |
lightstrategy.entry.normalangle | float | 25.0 | N/A | ||
lightstrategy.entry.maxpasses | int | 1024 | N/A | ||
lightstrategy.entry.convergencethreshold | float | 0.05 | N/A | ||
lightstrategy.entry.warmupsamples | int | 24 | N/A | ||
lightstrategy.targetcachehitratio | float | 0.995 | N/A | ||
lightstrategy.maxdepth | int | 4 | N/A | ||
lightstrategy.maxsamplescount | int | 10000000 | N/A | ||
lightstrategy.persistent.file | string | "" | N/A | ||
lightstrategy.persistent.safesave | bool | 1 | N/A |
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 | 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 | LDR |
OBJECT_ID_MASK | HDR/LDR |
BY_OBJECT_ID | HDR/LDR |
SAMPLECOUNT | HDR/LDR |
CONVERGENCE | HDR/LDR |
NOISE | HDR/LDR |
SERIALIZED_FILM | N/A |
MATERIAL_ID_COLOR | HDR/LDR |
Outputs are enabled with the following properties:
Property name | Property type | Default value | Description |
---|---|---|---|
film.outputs.<index>.type | string | Type of output, e.g. "RGBA" or "ALPHA" (see the list above for the available types) | |
film.outputs.<index>.filename | string | Filename to use when saving the output. The filename should use ".exr" as extension for HDR outputs and ".png" for LDR outputs (see list above for which output is HDR and which LDR) | |
film.outputs.<index>.id | int | Specify for the following outputs: MATERIAL_ID_MASK, RADIANCE_GROUP, BY_MATERIAL_ID, OBJECT_ID_MASK, BY_OBJECT_ID (to choose the object ID, material ID or radiance group ID of the output) | |
film.outputs.<index>.index | int | Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE) to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined, and you want to specify the output of the third imagepipeline, use 2 for the ".index" property of the output |
Note that the Bidir engine does not support all AOVs. Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.
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 |
NOISE | float | film width x film height x 1 | The noise estimated for each pixel |
SERIALIZED_FILM | N/A | N/A | The complete Film serialized in binary format |
MATERIAL_ID_COLOR | float | film width x film height x 3 | Material ID converted to colors (with anti-aliasing) |
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.haltnoisethreshold | 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.haltnoisethreshold.warmup | unsigned int | 64 | number of average samples per pixel before to start the convergence test |
batch.haltnoisethreshold.step | unsigned int | 64 | number of average samples per pixel between two tests |
batch.haltnoisethreshold.filter.enable | bool | 1 | if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter |
batch.haltnoisethreshold.stoprendering.enable | bool | 1 | Set this to 0 (false) if you only want to use the haltnoisethreshold 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 |
Noise estimation
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions. Setting any of these properties will enable the noise estimation. The adaptiveness strength is a Sampler property.
Property name | Property type | Default value | Description |
---|---|---|---|
film.noiseestimation.warmup | unsigned int | 32 | number of average samples per pixel before to start the convergence test |
film.noiseestimation.step | unsigned int | 32 | number of average samples per pixel between two tests |
film.noiseestimation.filter.scale | unsigned int | 4 | Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable. |
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: divide
Note: If texture2 (the divisor) is 0, 0 is returned.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "divide" | type of texture |
scene.textures.<texture name>.texture1 | texture | 1.0 | texture name or constant (dividend) |
scene.textures.<texture name>.texture2 | texture | 1.0 | texture name or constant (divisor) |
Type: remap
This texture brings the value from the source range into the target range.
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "remap" | type of texture |
scene.textures.<texture name>.value | texture | 0.5 | texture name or constant |
scene.textures.<texture name>.sourcemin | texture | 0.0 | texture name or constant |
scene.textures.<texture name>.sourcemax | texture | 1.0 | texture name or constant |
scene.textures.<texture name>.targetmin | texture | 0.0 | texture name or constant |
scene.textures.<texture name>.targetmax | texture | 1.0 | texture name or constant |
Type: objectid
Raw object ID (range 0 to 0xfffffffe).
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "objectid" | type of texture |
Type: objectidcolor
Object ID interpreted as color.
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "objectidcolor" | type of texture |
Type: objectidnormalized
Normalized object ID (range 0 to 1).
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "objectidnormalized" | type of texture |
Type: dotproduct
Dot product of the two input vectors.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "dotproduct" | 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: power
pow(base, exponent)
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "power" | type of texture |
scene.textures.<texture name>.base | texture | 1.0 | texture name or constant |
scene.textures.<texture name>.exponent | texture | 1.0 | texture name or constant |
Type: lessthan
returns 1 if texture1 < texture2, 0 if otherwise.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "lessthan" | 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: greaterthan
returns 1 if texture1 > texture2, 0 if otherwise.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "greaterthan" | 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: shadingnormal
Returns the shading normal of the mesh at the hitpoint.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "shadingnormal" | type of texture |
Type: position
Returns the position of the hitpoint.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "position" | type of texture |
Type: splitfloat3
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "splitfloat3" | type of texture |
scene.textures.<texture name>.texture | texture | 1.0 | texture name or constant |
scene.textures.<texture name>.channel | int | 0 | the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel |
Type: makefloat3
Combine three float textures into one float3 texture.
Property name | Property type | Default value | Description |
---|---|---|---|
scene.textures.<texture name>.type | string | "makefloat3" | 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 |
scene.textures.<texture name>.texture3 | texture | 1.0 | texture name or constant |
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 |
scene.textures.<texture name>.normalize | bool | false | normalize the output |
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) |
scene.shapes.<shape name>.appliedtransformation | 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 applied to the mesh vertices. Used to define the local object reference space. |
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) |
scene.shapes.<shape name>.appliedtransformation | 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 applied to the mesh vertices. Used to define the local object reference space. |
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.
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 LuxCoreRender 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 |