A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.
The normal Light node starts with a large number of commonly used render properties. If you want to build a completely customized light with only your choice of render properties, you can use this node as a starting point instead of stripping down the regular light node.
If you just want a standard light object, use the normal Light node instead.
Parameters
Transform
| Keep Position When Parenting | When the object is re-parented, maintain its current world position by changing the object’s transform parameters. | ||||||||||||
| 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. | ||||||||||||
| Translate | Translation along XYZ axes. | ||||||||||||
| Rotation | Degrees rotation about XYZ axes. | ||||||||||||
| Pivot | Local origin of the object. See also setting the pivot point . | ||||||||||||
| Look At | Object to point to. Constrains an object so its | ||||||||||||
| 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 Object | A reference to the curve node or object you want this object to follow. | ||||||||||||
| Roll | The orientation of the object around the path. | ||||||||||||
| 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. | ||||||||||||
| 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. | ||||||||||||
| Orient Along Path | Orient the object according to the path’s curvature. | ||||||||||||
| Orient Up Vector | The direction vector of the object’s Y axis to orient with. | ||||||||||||
| Auto-Bank factor | Controls automatic banking of the object as it turns corners. Set this to |
Render
| 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. |
Misc
| Viewport Selecting Enabled | Object is capable of being picked in viewport. |
| Select Script | Script to run when the object is picked in the viewport. See select scripts . |
| 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. |
Local variables
| 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. |