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Exclude... – This button brings up the include/exclude list which allows users to exclude objects from light's illumination and shadow casting.

Use light shape – Determines whether and how the shape of the light is taken into consideration during the calculation of shadows and illumination. 

No – The light shape is not considered for illumination and the light is going to generate sharp shadows. 
For shadows – The light shape is considered only for the generation of soft shadows. The illumination is not affected by the light shape (i.e. it behaves as a point light). 
For illumination and shadows – The light shape is considered for the calculation of the illumination and shadows.

Cast shadows – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light. 

Affect diffuse – Determines whether the light is affecting the diffuse properties of the materials.

Diffuse contribution – A multiplier for controlling the light's contribution to the diffuse illumination.

Affect specular – Determines whether the light is affecting the specular part of the materials.

Specular contribution – A multiplier for controlling the light's contribution to the specular reflection.

Affect atmospherics - When enabled, the light influences the atmospheric effects in the scene.

Atmospherics contribution - Determines the amount of influence the light has on the atmospheric effects.

Area speculars – When disabled, the particular light is rendered as a point light in the specular reflections

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Shadow bias – Moves the shadow toward or away from the shadow-casting object (or objects). If the Bias value is too low, shadows can "leak" through places they shouldn't, produce moire patterns, or make out-of-place dark areas on meshes. If Bias is too high, shadows can "detach" from an object. If the Bias value is too extreme in either direction, shadows might not be rendered at all. 

Cutoff – Specifies a threshold for the light intensity, below which the light is not computed. This can be useful in scenes with many lights, where you want to limit the effect of the lights to some distance around them. Larger values cut away more from the light; lower values make the light range larger. If you specify 0.0, the light is calculated for all surfaces. This parameter is not available when the renderer is set to GPU.

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