Difference between revisions of "LuxCore SDL Reference Manual v2.0"

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===CPU Render Engine===
=== CPU Render Engines ===


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


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Requires RTPATHCPUSAMPLER sampler.
Requires RTPATHCPUSAMPLER sampler.


===OpenCL Render Engine===
=== 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 parameter:
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:


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Revision as of 19:46, 2 December 2017

Render configuration file

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

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.maxdepth int 5 > 0 [1, 16] Maximum recursion depth of a path
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.clamping.pdf.value float 0.0 [0.0, 1.0] [0.0, 1.0] 0.0 = disabled
path.fastpixelfilter.enable bool 1 0 or 1 0 or 1 Enable fast pixel filtering, when disabled, PBRT-like pixel filtering will be used

"TILEPATHCPU"

Biased path tracer with many control options and support for tile rendering.

Property name Property type Default value Theoretical range Recommended range Description
tilepath.pathdepth.total int 10 > 1 [0, 16] Maximum total recursion depth of a path
tilepath.pathdepth.diffuse int 4 > 1 [0, 16] Maximum recursion depth of a diffuse path
tilepath.pathdepth.glossy int 3 > 1 [0, 16] Maximum recursion depth of a glossy path
tilepath.pathdepth.specular int 3 > 1 [0, 16] Maximum recursion depth of a specular path
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)
tilepath.sampling.diffuse.size int 3 > 0 [1, 13] Diffuse samples (e.g. on matte, mattetranslucent materials)
tilepath.sampling.glossy.size int 2 > 0 [1, 13] Glossy samples (e.g. on glossy, glossytranslucent materials)
tilepath.sampling.specular.size int 2 > 0 [1, 13] Specular samples (e.g. on glass, mirror materials)
tilepath.sampling.directlight.size int 1 > 0 [1, 13] Direct light samples
tilepath.lights.lowthreshold float 0.0 ≥ 0.0 ≥ 0.0 Light low intensity threshold
tilepath.lights.nearstart float 0.001 ≥ 0.0 ≥ 0.0 Light distance threshold
tilepath.lights.firstvertexsamples int 4 > 0 [1, 16] First hit direct light samples
tilepath.clamping.variance.maxvalue float 0.0 > 0.0 > 0.0 Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled
tilepath.clamping.pdf.value float 0.0 [0.0, 1.0] [0.0, 1.0] 0.0 = disabled
tile.size int 32 ≥ 8 [8, 256] Tile size in pixels
tile.size.x int 32 ≥ 8 [8, 256] Tile width in pixels for no-square tile rendering
tile.size.y int 32 ≥ 8 [8, 256] Tile height in pixels for no-square tile rendering
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.threshold256 float 6.0 [0.0, 256.0] [1.0, 6.0] 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. Requires RTPATHCPUSAMPLER sampler.

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 0 0 or 1 0 or 1 If to use all OpenCL CPU devices available
opencl.gpu.use bool 0 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. Same parameters as PATHCPU plus:

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 same parameters as PATHOCL plus:

Property name Property type Default value Theoretical range Recommended range Description
rtpath.miniterations int 2 > 0 [1, 32] Min. pass count per frame

"TILEPATHOCL"

OpenCL version of BIASPATHCPU, not a full micro-kernel architecture yet. The same parameters as BIASPATHCPU plus:

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

"RTBIASPATHOCL"

A BIASPATHOCL version optimized for real-time rendering with fixed quality and variable frame-rate. The same parameters as BIASPATHOCL plus:

Property name Property type Default value Theoretical range Recommended range Description
rtpath.resolutionreduction.preview int 4 > 0 [1, 8] 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 2 > 0 [1, 8] Each preview step is rendered for n frames
rtpath.resolutionreduction.preview.dlonly.enable bool false true or false false Render with direct light only sampling during the first rtpath.resolutionreduction passes
rtpath.resolutionreduction int 2 > 0 [1, 8] Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time
rtpath.resolutionreduction.longrun int 16 > 0 [8, 64] Render a sample every n x n pixels after some time in order to reduce the load on the system
rtpath.resolutionreduction.longrun.step int 0 ≥ 0 [1, 16] When to start the long run phase (0 = disabled)

"FILESAVER"

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

Property name Property type Default value Description
filesaver.directory string output path
filesaver.renderengine.type string "PATHCPU" renderengine 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.

"LIGHTCPU"

For testing.

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. No parameters.

"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. No parameters. This sampler is mostly intended for testing purpose.

Filter

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

Available filters are:

"NONE"

Disable pixel filtering.

"BOX"

Box pixel filter. No parameters.

"GAUSSIAN"

Gaussian pixel filter.

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

"MITCHELL"

Mitchel pixel filter.

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

"MITCHELL_SS"

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

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

"BLACKMANHARRIS"

Blcakman-Harris pixel filter. No parameters.

Light Strategy

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

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

"UNIFORM"

"UNIFORM" light strategy samples evenly all light sources.

"POWER"

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

"LOG_POWER"

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

Accelerator

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

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

Epsilon

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

Property name Property type Default value Theoretical range Recommended range Description
scene.epsilon.min float 1e-9f 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

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)

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

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

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

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_TONEMAPPED 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

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_TONEMAPPED 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 BIDICPU)
RGBA CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDICPU), ALPHA
RGB_TONEMAPPED CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDICPU)
RGBA_TONEMAPPED CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDICPU), 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 BIDICPU)
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_TONEMAPPED 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

Type: TONEMAP_LINEAR

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "TONEMAP_LINEAR" linear tonemapping
film.imagepipeline.<pipeline #>.<plugin #>.scale float 1.0 tonemapping scale

Type: TONEMAP_REINHARD02

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "TONEMAP_REINHARD02" reinhard tonemapping
film.imagepipeline.<pipeline #>.<plugin #>.prescale float 1.0 reinhard prescale
film.imagepipeline.<pipeline #>.<plugin #>.postscale float 1.2 reinhard postscale
film.imagepipeline.<pipeline #>.<plugin #>.burn float 3.75 reinhard burn

Type: TONEMAP_AUTOLINEAR

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "TONEMAP_AUTOLINEAR" automatic linear tonemapping

Type: TONEMAP_REINHARD02

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "TONEMAP_LUXLINEAR" linear tonemapping with real camera settings
film.imagepipeline.<pipeline #>.<plugin #>.sensitivity float 100.0 ISO sensitivity
film.imagepipeline.<pipeline #>.<plugin #>.exposure float 0.001 exposure time
film.imagepipeline.<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.imagepipeline.<pipeline #>.<plugin #>.type string "TONEMAP_LINEAR" gamma correction
film.imagepipeline.<pipeline #>.<plugin #>.value float 2.2 gamma value
film.imagepipeline.<pipeline #>.<plugin #>.table.size unsigned int 4096 resolution

Type: OUTPUT_SWITCHER

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "OUTPUT_SWITCHER" overwrite output
film.imagepipeline.<pipeline #>.<plugin #>.channel string "DEPTH" channel whose values are used to overwrite
film.imagepipeline.<pipeline #>.<plugin #>.index unsigned int 0 index

Type: GAUSSIANFILTER_3x3

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "GAUSSIANFILTER_3x3" gaussian filter
film.imagepipeline.<pipeline #>.<plugin #>.weight float 0.15 blurring weight

Type: CAMERA_RESPONSE_FUNC

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string CAMERA_RESPONSE_FUNC analog camera film simulation
film.imagepipeline.<pipeline #>.<plugin #>.name string "Advantix_100CD" film type

Type: BACKGROUND_IMG

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string BACKGROUND_IMG show the background image where alpha < 1 (simple compositing)
film.imagepipeline.<pipeline #>.<plugin #>.file string ... background image path (e.g scenes/simple-mat/sky.exr)
film.imagepipeline.<pipeline #>.<plugin #>.gamma float 2.2 background image gamma
film.imagepipeline.<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.imagepipeline.<pipeline #>.<plugin #>.type string "BLOOM" bloom effect
film.imagepipeline.<pipeline #>.<plugin #>.radius float 0.07 how large the bloom effect is in % of the image size (i.e. 1.0 = all image)
film.imagepipeline.<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.imagepipeline.<pipeline #>.<plugin #>.type string "VIGNETTING" vignetting effect
film.imagepipeline.<pipeline #>.<plugin #>.scale float 0.4 vignetting strength

Type: COLOR_ABERRATION

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "COLOR_ABERRATION" color aberration effect
film.imagepipeline.<pipeline #>.<plugin #>.amount float 0.005 color aberration amount

Type: MIST

Property name Property type Default value Description
film.imagepipeline.<pipeline #>.<plugin #>.type string "MIST" aerial perspective effect (fake fog)
film.imagepipeline.<pipeline #>.<plugin #>.color spectrum [1, 1, 1] mist color
film.imagepipeline.<pipeline #>.<plugin #>.amount float 0.005 mist amount
film.imagepipeline.<pipeline #>.<plugin #>.startdistance float 0 distance from camera until where the mist effect has zero effect
film.imagepipeline.<pipeline #>.<plugin #>.enddistance float 10000 distance from camera from where the mist effect has maximum effect
film.imagepipeline.<pipeline #>.<plugin #>.excludebackground bool false Do not apply mist effect on pixels with infinite distance to the camera

Radiance Group

Old light groups

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

Film Subregion

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

Scene file

Camera

Property name Property type Default value Description
scene.camera.lookat.orig point (float float float) ... camera location
scene.camera.lookat.target point (float float float) ... camera target
scene.camera.up vector (float float float) ... camera up vector
scene.camera.fieldofview float ... field of view
scene.camera.screenwindow vector ... <xstart> <xstop> <ystart> <ystop>

Textures

Check LuxRender Textures for an high level description and example 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.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 "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 3D 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: 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

Type: marble

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

This texture supports 3D mapping.

Type: mix

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

Type: scale

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

Type: uv

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

Type: windy

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

Type: wood

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

This texture supports 3D mapping.

Type: wrinkled

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

This texture supports 3D mapping.

Type: abs

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

Type: clamp

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

Type: blackbody

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

Type: irregulardata

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

Type: lampspectrum

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

Type: Fresnel Textures

Textures for loading optical data

Type: fresnelcolor

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

Type: fresnelpreset

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

Type: fresnelsopra

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

Type: fresnelluxpop

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

Volumes

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
scene.volumes.<volume name>.ior texture ... volume priority
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 LuxRender Materials for an high level description and example 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 0.0 transparency of the material. 0 for opaque, 1 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.power spectrum 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.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.

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

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
scene.materials.<material name>.d texture 0.0
scene.materials.<material name>.kd texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.ks1 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.ks2 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.ks3 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.r1 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.r2 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.r3 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.m1 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.m2 texture 0.0 0.0 0.0 "ford f8" data
scene.materials.<material name>.m3 texture 0.0 0.0 0.0 "ford f8" data

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 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: 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 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>.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: 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

Shapes

Type: mesh

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

Type: inlinedmesh

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

Type: pointness

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

Type: strands

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

Strands tessellation methods

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

Light sources

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

Common parameters

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

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: sky

Property name Property type Default value Description
scene.lights.<light name>.type string "sky" 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>.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

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

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 1.0 gamma correction used by the image map
scene.lights.<light name>.shift list of 2 floats uDelta, vDelta of the imagemap
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>.blacklowerhemisphere 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

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>.emission.mapfile string the name of an optional image map that can be used to scale the emitted light
scene.lights.<light name>.emission.gamma float 2.2 gamma value of the image map defined with .mapfile property
scene.lights.<light name>.emission.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>.emission.flipz bool false flip the IES profile along the Z axis
scene.lights.<light name>.emission.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>.emission.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>.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>.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