Color Light from Control Point
The Color Light from Control Point particle operatorcreates four "particle lights". Each light can use a predefined colour or sample dynamically from the world, and can be omnidirectional or a spotlight.
- Clamp Minimum Light Value to Initial Color
- Clamp Maximum Light Value to Initial Color
- Prevents particles from going under/over their initial colour value. If the minimum value is not clamped, particles that are not lit by this operator will be pitch black.
- Compute Normals From Control Points
- To do
- Half-Lambert Normals
- To do: See $halflambert.
- Initial Color Bias
- Whether the operator's lights should replace or add to particles' base colours. It appears that this property was supposed to be a factor, but it actually behaves like a boolean.
There are four lights. Each one has the following properties:
- 0% Distance
- 50% Distance
- How many units away from its origin the light should cast.
- The RGB + brightness/alpha value for the light. Brightness is ignored.
- Control Point
- Control Point Offset
- The control point at which the light will be created, and an optional offset from it. Confirm:Offset is local to the target CP.
- If this is a spotlight, this normalised vector is translated into a direction to point in.
1 0 0means "point down the X axis".
- Dynamic Light
- Whether the light's colour should be sampled from the world or fixed to the value of Color (see above).
- Spot Inner Cone
- Spot Outer Cone
- If this is a spotlight, this float defines the width of the beam in degrees. The widest possible Outer Cone is 80. Bug: Inner Cone is nonfunctional. Set it to 0 to prevent any confusion.
- 0 = omnidirectional point, 1 = spotlight.