/
PxrBlockerLightFilter

PxrBlockerLightFilter

PxrBlockerLightFilter uses a "rod" like object to block light. The blocker can be shaped into an irregular shape. This blocker is then placed next to the object where we want to block the light. In this way it can float freely around your scene even if the light is static. In this example the blocker is placed on the statue on the pedestal.

PxrBlockerLightFilter is a simple version of PxrRodLightFilter.






Parameters



Rod Shape



Width

Width of the inner region of the rod (X axis).

Blocker_width0.jpg
Blocker_width1.jpg
Blocker_width3.jpg



Height

Height of the inner region of the rod (Y axis).

Blocker_height05.jpg
Blocker_height20.jpg
Blocker_height30.jpg



Depth

Depth of the inner region of the rod (Z axis).

Blocker_depth02.jpg
Blocker_depth04.jpg
Blocker_depth10.jpg



Radius

Radius of the corners of the inner rod box.

Blocker_radius18.jpg
Blocker_radius30.jpg
Blocker_radius44.jpg



Edge

Thickness of the edge region.

Blocker_edge10.jpg
Blocker_edge16.jpg
Blocker_edge25.jpg



Multiplier

Density

How much effect the filter has (0-1 is the recommended range).

Blocker_Multiplierdensity00.jpg
Blocker_Multiplierdensity05.jpg
Blocker_Multiplierdensity10.jpg



Invert

Invert the multipliers.

Blocker_Multiplierinvert0.jpg
Blocker_Multiplierinvert1.jpg



Intensity

Global Multiplier for both the diffuse and specular contribution below.

Blocker_Multiplierintensity0.jpg
Blocker_Multiplierintensity1.jpg
Blocker_Multiplierintensity5.jpg



Diffuse

Controls how diffuse direct light is affected.

Blocker_Multiplierdiffuse0.0.jpg
Blocker_Multiplierdiffuse0.5.jpg
Blocker_Multiplierdiffuse1.0.jpg



Specular

Controls how specular and glossy direct light is affected.

Blocker_Multiplierspecular1.0.jpg
Blocker_Multiplierspecular0.0.jpg
Blocker_Multiplierspecular0.5.jpg



Saturation

Saturation of the light before hitting the surface (0 = greyscale, 1 = normal, higher than 1= boosted colors).

Blocker_Multipliersaturation0.jpg
Blocker_Multipliersaturation1.jpg
Blocker_Multipliersaturation5.jpg



Falloff

Controls the transition from the core to the edge(s)



Falloff

Define the number of knots. This is a float ramp that controls the transition from the core to the edge.

Blocker_Falloffin0.jpg

Falloff Knots

An array of knot values.



Falloff Floats

An array of float values.



Falloff Interpolation

Type of ramp interpolation: linear, catmull-rom, bspline, and constant



Optional color gradient for the transition:

Color Ramp

Define the number of color knots.

Blocker_ColorRampextendOuterColorinnerWidthMid1.jpg

Color Ramp Knots

An array of knot values. (For different color knots)



Ramp Colors

An array of color values.



Color Ramp Interpolation

Type of color ramp interpolation: linear, catmull-rom, bspline, and constant



Combine Mode

Combine Mode

mult: The results of all the filters are multiplied together

max: The maximum result from all filters is used. This works best for grey scale light filters.

min: The minimum result from all filters is used. This works best for grey scale light filters.

screen: Similar to the max operation, but it combines gradients in a smoother way. This works best for grey scale light.

Light filters on a light are grouped by their combine mode. Light filters in the same group are executed together and combined by the combine mode.The groups are executed in this order (max, min, screen, and then mult) and are multiplied together, which means a filter that turns things black in the mult group will zero out all other filters.

Related content