SoGVRPointLight¶
-
InventorModule
¶ author MeVis Medical Solutions AG
package MeVisLab/Standard
dll SoGVR
definition soGVR.def see also SoGVRVolumeRenderer
inherits from SoGVRShaderParameterPosition
keywords shader
,pipeline
Purpose¶
The SoGVRPointLight
adds a point light to the SoGVRVolumeRenderer
. The light has a diffuse and specular intensity and uses the material properties (specularity etc.) as specified in the volume renderer. It supports different attenuation modes to model how far the light reaches, which is turned off by default.
Usage¶
Any number of SoGVRPointLight
modules can be placed in front of a SoGVRVolumeRenderer
. Note that each light needs to have a unique Name
in the same Inventor scene, so you should name the lights according to their role, e.g. headlight or highlight1.
The attenuation mode can be used to either highlight just a specific region, or to improve depth perception by adding attenuation to a headlight, e.g. for endoscopic rendering.
The light Position
can be specified in world coordinates (to highlight special features of a dataset) or in eye/camera coordinates to attach the light to the camera (for a headlight).
Details¶
Examples showing the same point light for the different attenuation modes, the light position is shown as a sphere.
Attenuation off:¶
Linear/Quadratic attenuation:¶
Spherical attenuation:¶
Output Fields¶
self¶
-
name:
self
, type:
SoNode
¶ a node that should be placed in front of a
SoGVRVolumeRenderer
.
see also SoGVRShaderParameterPosition.self
Parameter Fields¶
Field Index¶
Attenuation Mode : Enum |
Percentage : Float |
Color : Color |
Position : Vector3 |
Coordinate System : Enum |
Specular Intensity : Float |
Diffuse Intensity : Float |
Use For First Hit : Bool |
Enabled : Bool |
Zero Intensity Distance : Float |
Full Intensity Distance : Float |
|
Half Intensity Distance : Float |
|
Name : String |
Visible Fields¶
Enabled¶
-
name:
enabled
, type:
Bool
, default:
TRUE
¶ Enables the light.
see also SoGVRShaderParameterPosition.enabled
Name¶
-
name:
name
, type:
String
, default:
pointLight1
¶ Specifies the name of the light, the name needs to be unique in the same Inventor scene.
see also SoGVRShaderParameterPosition.name
Coordinate System¶
Diffuse Intensity¶
-
name:
diffuseIntensity
, type:
Float
, default:
1
, minimum:
0
, maximum:
1
¶ Specifies the diffuse intensity of the light.
Specular Intensity¶
-
name:
specularIntensity
, type:
Float
, default:
1
, minimum:
0
, maximum:
1
¶ Specifies the specular intensity of the light.
Attenuation Mode¶
-
name:
attenuationMode
, type:
Enum
, default:
ATTENUATION_OFF
¶ Specifies how the light intensity is attenuated by the distance to the light position.
Values:
Title | Name | Description |
---|---|---|
Off | ATTENUATION_OFF | No attenuation. |
Linear Quadratic | ATTENUATION_LINEAR_QUADRATIC | A mix of linear and quadratic attenuation, specified by linearFactor = (attenuationPercentage<50.f) ? attenuationPercentage/50 : (100-attenuationPercentage)/50; quadraticFactor = (attenuationPercentage<50.f) ? 0 : 1. - linearFactor linearAttenuation = attenuationHalfIntensityDistance / (attenuationHalfIntensityDistance + linearFactor * distanceToLight) quadraticAttenuation = attenuationHalfIntensityDistance2 / (attenuationHalfIntensityDistance2 + quadraticFactor * distanceToLight) attenuation = linearAttenuation * quadraticAttenuation |
Spherical | ATTENUATION_SPHERICAL | A spherical attenuation, specified by attenuation = 1. - smoothstep(attenuationFullIntensityDistance, attenuationZeroIntensityDistance, distanceToLight)
|
Percentage¶
-
name:
attenuationPercentage
, type:
Float
, default:
50
, minimum:
0
, maximum:
100
¶ Defines the percentage of attenuation in linear/quadratic mode.
Percentage Description 0% No attenuation 0% - 50% 0 to 100% linear attenuation 50% full linear attenuation 50%-100% mixes linear attenuation with quadratic attenuation 100% full quadratic attenuation
Half Intensity Distance¶
-
name:
attenuationHalfIntensityDistance
, type:
Float
, default:
20
, minimum:
0
¶ Defines the approximate distance in mm at which the light has half its intensity. (Only if
Attenuation Mode
is set to “Linear Quadratic” attenuation.
Full Intensity Distance¶
-
name:
attenuationFullIntensityDistance
, type:
Float
, default:
20
, minimum:
0
¶ Defines the distance in mm up to which the light keeps its full intensity. (Only if
Attenuation Mode
is set to “Spherical” attenuation.
Zero Intensity Distance¶
-
name:
attenuationZeroIntensityDistance
, type:
Float
, default:
40
, minimum:
0
¶ Defines the distance in mm up to which the light falls off to zero, using hermite interpolation. (Only if
Attenuation Mode
is set to “Spherical” attenuation.