Light-map instrument

Description

../../../_images/lightmap.jpg

Cornell box floor rendered with a light-map instrument

Instrument This instrument collects light reaching a scene geometry.

The scene geometry surfaces are mapped to the result image buffer using the geometry’s UV coordinates. Depending on the uv_window parameter, the UV coordinates may be scaled to fit the image frame, or set to a manual UV range.

Children Nodes

This node may have a variable number of output children with custom names.

Sensor sensor

List of channels defined by a sensitivity spectrum

Output user-defined

First output preset

Output user-defined

Second output preset

Output user-defined

Parameters

name

type

description

xresolution

integer

Horizontal buffer resolution

yresolution

integer

Vertical buffer resolution

pixelfilter

list

The ray pixel filter

shutter

real

Shutter time or exposure, in seconds

wlmin

real

Low bound of simulation wavelength range

wlmax

real

High bound of simulation wavelength range

material

string

The name of the scene material that should collect light

uv_window

list

The UV scaling mode, may be boundingbox or manual

umin, umax, vmin, vmax

real

The UV frame coordinates. Defined if uv_window is manual.

Ocean XML 5.0 example

<instrument type="lightmap" name="floorlightmap">
     <prm xresolution="512" yresolution="512"/>
     <prm pixelfilter="bilinear"/>
     <prm shutter="0.8"/>
     <prm wlmin="380E-9"/>
     <prm wlmax="780E-9"/>
     <prm material="floor"/>
     <prm uv_window="boundingbox"/>
     <sensor type="ciexyz" name="sensor"/>
     <output type="rgbimage" name="lightmap">
             <prm colorspace="srgb"/>
             <prm depth="8"/>
             <prm xwhite="0.31271"/>
             <prm ywhite="0.32902"/>
             <prm hcc="0.32"/>
             <prm drawinfo="false"/>
     </output>
</instrument>