The following properties apply only to the 3ds Max light types: DirectionalLight, FreeSpot, OmniLight, TargetSpot and TargetDirectionalLight.
the valid type values are:
Turns the light on and off. When on, shading and rendering use the light to illuminate the scene. When off, the light is not used in shading or rendering.
Objects in this array are excluded from the effects of the light.
Objects in this array receive the effects of the light.
Select the type of object in the Include/Exclude list:
2- Shadow Casting
When on, the light will cast shadows on objects.
Max, all node-level
properties are searched before base-object-level properties. If a
base-object property has the same name as a node-level property,
you need to search in the base object for the base object property.
You should use
$Omni01.baseObject.castShadows = false
The red, green, and blue components of the light's color.
Hue, Saturation, and Value color of light.
Hue component of hsv.
Saturation component of hsv.
Value component of hsv.
Amplifies the power of the light by a positive or negative amount.
Adjusts the contrast between the diffuse and ambient areas of the surface. Leave this set to 0 for normal contrast. Increase the value to increase the contrast for special effects: for example, the harsh light of outer space.
Increasing the value of Soften Diffuse Edge softens the edge between the diffuse and ambient portions of a surface. This helps eliminate edges that can appear on a surface under certain circumstances.
When on, the light affects the diffuse properties of an object's surface. When off, the light has no effect on the diffuse surface.
When on, the light affects the specular properties of an object's surface. When off, the light has no effect on the specular properties.
When on, the light affects only the ambient component of the illumination.
Turn on to project projectorMap.
Assigning a TextureMap to projectorMap causes a new subAnim named Projection_Map to be created for the light. This subAnim contains the properties of the TextureMap. You can set the property to undefined to remove the map.
When on, the light will project a map.
The distance at which the light begins to fade in.
The distance at which the light reaches its full value.
Enables/Disables near attenuation for the light.
When on, displays the near attenuation range settings in viewports. For spotlights, attenuation ranges appear as lens-shaped sections of the cone. For directional lights, the ranges appear as circular sections of the cone. For omni lights and spot or directional lights with Overshoot turned on, the ranges appear as spheres.
The distance at which the light begins to fade out.
The distance at which the light has faded to zero.
Enables/Disables far attenuation for the light.
Displays the far attenuation range settings in viewports. For spotlights, attenuation ranges appear as lens-shaped sections of the cone. For directional lights, the ranges appear as circular sections of the cone. For omni lights and spot or directional lights with Overshoot turned on, the ranges appear as spheres.
The type of decay to use:
1- None (Applies no decay. The light maintains full strength from its source to infinity, unless you turn on far attenuation.)
2- Inverse (Applies inverse decay. The formula is luminance=R0/R, where R0 is the radial source of the light if no attenuation is used, or the Near End value of the light if Attenuation is used. R is the radial distance of the illuminated surface from R0.)
3- Inverse Square (Applies inverse-square decay. The formula for this is (R0/R)2. This is actually the "real-world" decay of light, but you might find it too dim in the world of computer graphics.)
The distance over which the decay occurs.
Turn on to use global settings for shadows cast by this light. Turn off to enable individual control of the shadows.
This property should not be used in 3ds Max 5 and higher. Please use the .shadowGenerator property described below to assign a shadow generator to the light.
In versions prior to 3ds Max 5, this property controlled the raytraced shadows generator usage. When true, a raytraceShadow class instance was assigned automatically. When false, a shadowMap class instance was assigned automatically.
The shadow generator class used by the light. Can be a shadowMap , raytraceShadow , Adv__Ray_traced or Area_Shadows class instance. See also MAXScript FAQ: How do I change the Shadow type of a Light?
--assign shadow map shadows to the light Omni01:
$Omni01.shadowGenerator = shadowMap()
-- assign ractraced shadows to light Omni02:
$Omni02.shadowGenerator = raytraceShadow()
The color of shadows cast by this light.
Assigning a TextureMap to shadowProjectorMap causes a new subAnim named Shadow_Projection_Map to be created for the light. This subAnim contains the properties of the TextureMap. You can set the property to undefined to remove the map.
When on, backfaces are not ignored when calculating shadows. Objects seen from the inside are not lit by lights from the outside. This costs a bit more render time. When off, backfaces are ignored. Rendering is quicker, but outside lights illuminate object interiors.
When on, blends the light's color with the shadow color (or shadow colors, if the shadow is mapped).
When on, atmospheric effects cast shadows as the light passes through them.
Adjusts the opacity of the shadows. This value is a percentage.
Adjusts the amount that the atmosphere's color is blended with the shadow color.
Setting includelist or excludelist sets the other to undefined.
Assigning a Projector TextureMap adds a subAnim to the properties list. The properties of the subAnim are the properties of the TextureMap.
Node Common Properties, Operators, and Methods
MAXWrapper Common Properties, Operators, and Methods
Value Common Properties, Operators, and Methods