DirectionalLight_v5 Op

DirectionalLight

Directional light for phong shading


<p>This light illuminates the whole scene. It does not have a position, only a direction. You can think of it as a sunlight.</p>


Full Name
  • Ops.Gl.Phong.DirectionalLight_v5
Visibility
  • Core Op - Official cables op
License
  • MIT
AuthorgithubTest Patches


Example Patch DirectionalLight example

Example for the DirectionalLight op.

Open In Editor

INPUT PORTS


Trigger In (Trigger)

<p>Trigger input</p>

Light Attributes

Cast Light (Number:

<i>boolean</i>

)

Intensity (Number)

<p>intensity of the directional light</p>

Direction

X (Number)

<p>Direction X</p>

Y (Number)

<p>Direction Y</p>

Z (Number)

<p>Direction Z</p>

Color

R (Number)

<p>R color channel</p>

G (Number)

<p>G color channel</p>

B (Number)

<p>B color channel</p>

Specular Color

Specular R (Number)

<p>specular reflection color channel R</p>

Specular G (Number)

<p>specular reflection color channel G</p>

Specular B (Number)

<p>specular reflection color channel B</p>

Cast Shadow (Number:

<i>boolean</i>

)

<p>if activated, light will generate a shadow map to be used with the shadow material extension</p>

Shadow Map Settings

Rendering Active (Number:

<i>boolean</i>

)

Map Size index (Number:

<i>integer</i>

)

<p>index of the map size</p>

Shadow Map Settings

Map Size (String)

<p>the size of the generated shadow map, possible values: 256, 512, 1024, 2048</p>

Shadow Strength (Number)

<p>strength of the shadows</p>

LR-BottomTop (Number)

<p>L, R, Bottom and Top culling of the shadow map camera&#39;s frustum</p>

Near (Number)

<p>near culling of the shadow map camera&#39;s frustum</p>

Far (Number)

<p>far culling of the shadow map camera&#39;s frustum</p>

Bias (Number)

<p>biasing for the shadow comparison, refer to the shadow op for an in depth explanation</p>

Polygon Offset (Number:

<i>integer</i>

)

<p>polygon offset for the shadow map rendering, refer to the shadow op for an in depth explanation</p>

Normal Offset (Number)

<p>normal offset for the shadow map rendering, refer to the shadow op for an in depth explanation</p>

Blur Amount (Number)

<p>blur factor for the VSM shadow algorithm, refer to the shadow op for an in depth explanation</p>

Advanced Options

Enable Advanced (Number:

<i>boolean</i>

)

MSAA index (Number:

<i>integer</i>

)

Advanced Options

MSAA (String)

<p>MSAA factor</p>

Texture Filter index (Number:

<i>integer</i>

)

Advanced Options

Texture Filter (String)

<p>texture filter type</p>

Anisotropic index (Number:

<i>integer</i>

)

Advanced Options

Anisotropic (String)

<p>anisotropic factor</p>

OUTPUT PORTS


Trigger Out (Trigger)

<p>trigger output</p>

Shadow Map (Object)

<p>generated shadow map output</p>


Patches using DirectionalLight_v5

  • Examples
  • Public
  • My Patches

Changelog


Ops.User.cables.ShadowDirectionalLightCGL renamed to Ops.Admin.ShadowDirectionalLightCGLuser avatarcables - 2020-04-23 17:02
Ops.Admin.ShadowDirectionalLightCGL renamed to Ops.Gl.Phong.DirectionalLight_v5user avatarpandur - 2020-07-29 22:50