Light
object
Light Objects cast light on other objects in a scene.
Light Objects are those objects which cast light onto other objects in a scene. With the light parameters you can control the color, shadows, atmosphere and render quality of objects lit by the light. Lights can also be viewed through and used as cameras (Viewport > Camera menu).
Deep shadows
Deep shadows were added in Houdini 8. Their advantage include:
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Shadows of transparent objects, including volumetric objects.
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Motion-blurred shadows.
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Better shadow anti-aliasing.
Deep shadow maps store the opacity of any translucent objects the light ray passes through as well as the depth of the final opaque surface.
See the discussion for the Shadow Style parameter on the Shadow tab for additional information on deep shadows.
Deep shadows use significantly more disk space than plain depth maps.
Parameters
Transform
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Keep Position When Parenting |
When the object is re-parented, maintain its current world position by changing the object’s transform parameters. |
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Pre-transform menu |
This menu contains options for manipulating the pre-transform values. The pre-transform is an internal transform that is applied prior to the regular transform parameters. This allows you to change the frame of reference for the translate, rotate, scale parameter values below without changing the overall transform.
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Transform Order |
The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block. The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character. |
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Translate |
Translation along XYZ axes. |
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Rotation |
Degrees rotation about XYZ axes. |
Viewing Options
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Display |
Whether or not this object is displayed. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object, or 1 to show the object. If the checkbox is off, Houdini ignores the value. |
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Icon Scale |
Scales the viewport geometry. This parameter is only for display purposes. |
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Cache Object Transform |
Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects. See OBJ cache preferences for how to control the size of the object transform cache. |
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Viewport Selecting Enabled |
Object is capable of being picked in viewport. |
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Select Script |
Script to run when the object is picked in the viewport. See select scripts . |
Lookat Options
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Look At |
Object to point to. Constrains an object so its |
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Look At Up Vector |
When specifying a look at, it is possible to specify an up vector for the look at. This controls the roll of this object when looking at the look at object.
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Path Options
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Path Object |
A reference to the curve node or object you want this object to follow. |
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Roll |
The orientation of the object around the path. |
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Position |
The position of the object along the path. If the primitive number does not exist, then it is wrapped back to the beginning. So for numbers greater than Keyframe this value to animate the object moving along the path. Note
The Follow Path tool on the shelf automatically sets keyframes on this parameter that you may want to edit or replace. The Parameterization option controls how position values between 0 and 1 correspond to knots on the path curve. |
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Parameterization |
Controls how the Position parameter is translated into a point on the path curve. Use Arc-length (the default) to interpolate the position values evenly along the physical length of the curve. Use Uniform to distribute the position values between the knots of the curve. This lets you slow down the object at certain points by bunching up knots in the path curve. However, it is much more convenient to simply edit the animation curve to control the speed of the object along the path. |
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Orient Along Path |
Orient the object according to the path’s curvature. |
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Orient Up Vector |
The direction vector of the object’s Y axis to orient with. |
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Auto-Bank factor |
Controls automatic banking of the object as it turns corners. Set this to |
Light
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Light Type |
The type of light. See the Lights and Cameras shelf help for light descriptions of light types. |
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Light Color |
The color of the light source. |
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Light Intensity |
A scale on the color. If the intensity is 0, the light disabled. The light will only be sent to the renderer if the object is included in the “Force Lights” parameter of the output driver. |
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Light Enabled |
Turning this toggle off is equivalent to setting the light intensity to 0. |
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Enable Light In Viewport |
Turning this off removes the light from consideration in the viewport. This is useful for lights which only make sense at render time. |
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Diffuse contribution |
The light will contribute to diffuse illumination when illuminating a surface. |
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Specular contribution |
The light will provide specular highlights on the surface when illuminating a surface. |
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Categories |
The categories defining the set membership of this object. |
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Attenuation |
Controls how light decreases in intensity the farther you get from the light source.
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Attenuation Distance |
A in the attenuation formula (see above). |
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Constant Coefficient |
C in the attenuation formula (see above). |
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Linear Coefficient |
L in the attenuation formula (see above). |
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Quadratic Coefficient |
Q in the attenuation formula (see above). |
Spot Light Options
The area within the center ring receives full illumination. The light falls off between the inner ring (defined by the Cone angle) and the outer ring (defined by the Cone delta). The dashed line represents where illumination is half as bright as within the cone angle. The Cone rolloff parameter moves this line between the center and outer rings.
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Cone Angle |
The size of the spotlight’s beam. Enter the number of degrees wide the spotlight’s cone should be. You can only change this parameter if you are using a cone light. |
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Cone Delta |
Number of degrees of penumbra for spotlights. |
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Cone Rolloff |
Shape exponent of penumbra (larger = sharper). |
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Projection Map |
Specifies the image that gets projected. The viewing angle of the light will determine the area of projection. |
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Use cone angle for field of view |
When rendering shadow maps or using a projection map, the cone angle will be used to define the field of view. However, to be able to get better shadows on a certain section of geometry, it is useful to be able to de-couple the field of view control. Toggling this parameter off will enable the Projection Angle or Orthographic Width parameters. |
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Projection Angle |
The viewing angle used for depth map generation when perspective view is used. |
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Orthographic Width |
Controls the field of view for spot or distance light sources when decoupled from the cone angle when orthographic view is used. |
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Clamp Projected Map to Frustum |
When you have a projection map from the light source, you can either have the map streak its color outside the viewing frustum or you can have the map clamped to the viewing frustum. |
Area Light Options
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Area Shape |
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Area Samples |
The number of lighting samples used to evaluate the light source. Depending on the area of the light source, more samples might be needed to provide smoother illumination. |
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Area Size |
A uniform scale on the area light. |
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Use full sphere for environment |
When using an environment light, illumination is typically computed over the hemisphere. This option turns on full sphere illumination. |
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Use Area Map |
This option is only currently used for environment lights. |
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Area Map |
This option is only currently used for environment lights. The area map will be tinted by the color of the light source. |
Shadows
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Shadow Type |
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Shadow Mask |
A mask of objects which will be considered occluders for the light source. When ray-traced shadows are used, only these objects will be intersected by shadow rays. When depth map shadows are used, only these objects will appear in the depth map. Note
It is possible to use categories by adding the shadowcategories rendering parameter. |
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Shadow Bias |
The bias when computing shadows from this light source. This is a small distance. If occluders are within this distance, they will not be considered shadowers. This is to prevent self-shadowing artifacts due to numerical precision. |
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Shadow Intensity |
A scale on how much light is blocked by occluders. By decreasing the shadow intensity, the occluders will not block all the light, allowing some illumination through. |
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Shadow Quality |
Adjust the quality of lookups when evaluating standard shadow maps or blurred shadows |
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Shadow Softness |
A softness control on the shadows. Ray-traced blurred shadows may be expensive to compute and may require a higher shadow quality to produce smooth shadows. It may be better to use area lights which give more accurate and slightly more efficient soft shadows. A blur on the shadow map when using depth mapped shadows. |
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Shadow Blur |
Controls the fraction of the shadow map image to blur when rendering. This parameter can be used to blur the map disregarding the surface derivatives, which are taken into account but the Shadow Softness parameter. |
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Transparent Shadows |
When this option is turned on, the surface shader of occluders will be evaluated to determine the opacity. Turning this option on will cause deep shadow maps to be used when shadowing using Depth Map Shadows. |
Depth Map Options
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Auto-generate Shadow Map |
Generate a shadow map from this light source during the next render. |
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Shadow Map |
The path to the shadow map. |
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Resolution |
The resolution of the shadow map. It is a good idea to keep the resolution the same in X and Y. |
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Pixel Samples |
The number of pixel samples to be used when rendering shadow maps. This is more important when deep shadow maps (transparent shadows) are being used. |
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Near Clipping |
Position of near clipping plane. |
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Far Clipping |
Position of far clipping plane. |
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Depth Map Motion Blur |
When rendering deep shadow maps, it is possible to capture motion blur in the shadow map. If motion blurred shadows are desired, it’s important to turn on Transparent Shadows. |
Local variables
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IPT |
This is typically -1. However, if the object is performing point instancing, then this variable will be set to the point number of the template geometry. For the IPT variable to be active, the Point Instancing parameter must be turned on in this object. Note
This variable is deprecated. Use the instancepoint expression function instead. |
Usages in other examples
| Example name | Example for | |
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| AtmosphereShader | ||
| Down Hill Lava Flow |
Material shader |
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| TangentNormalMapExample |
Poly Frame surface node |
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| CurveTexturing |
Attrib Create surface node |
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| FurBallWorkflow |
Fur surface node |
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| RaytraceVopShader |
Ray Trace VEX node |
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| RampReference | ||
| Volume Rendering - From Primitives |
Mantra render node |
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| Volume Rendering - File Referenced Smoke |
Mantra render node |
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| Volume Rendering - Metaballs as Volume |
Mantra render node |
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| RestField |
Smoke Object dynamics node |
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| WorkflowExample |
Particle Fluid Solver dynamics node |
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| SphereClothCollision |
Cloth Solver dynamics node |
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| WorkflowExample |
Particle Fluid Object dynamics node |