Notch Notch Manual 1.0
 Light | Dark
Lighting

Lighting

Shades particles based on the area of effect from lights.

image

Method #

This node shades particles based on scene lighting. The lighting calculation is an approximation based on the particle’s distance to the light and its facing direction, which is determined by either the particle’s normal if available or the orientation of the camera, giving a specular-like result. The Facing Direction Amount parameter controls the weighting of the facing direction effect so it can be blended out, leaving only the attenuation distance to generate the lighting effect.

Shadows cast between particles are not calculated by this node. To calculate shadows from particles use either the Volume Shadow Shading or Voxel Cone Shading nodes.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XPosition x in local space
Position YPosition y in local space
Position ZPosition z in local space
Rotation HeadingRotation around y axis in local space
Rotation PitchRotation around x axis in local space
Rotation BankRotation around z axis in local space
Scale XScale along the x axis in local space
Scale YScale along the y axis in local space
Scale ZScale along the z axis in local space

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Facing Direction AmountWeighting of the facing direction calculation as part of the lighting effect.
Facing Angle RangeThe angle range of the facing direction calculation: larger values produce a softer result.
Blend ModeChoose how the particle colours blend to the source colours
Blend AmountControl how much the new shading affects the particles.

Inputs

NameDescriptionTypical Input
Affecting LightsThe light nodes used to calculate lighting on the particles.Light
Affected EmittersChoose which particle emitters can be affected by the affector.Primitive Emitter
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null