SpotLight
SpotLight nodes create a point in 3D space that emits a cone-shaped light in a given direction. A real world example of a spot light is a desk lamp.
See also DirectLight, EnvironmentLight, and PointLight.
To learn more about the workflow, see Light Your Scene.
Note: The USD native equivalent light node in the New 3D System is the GeoDiskLight.
Tip: SpotLight's classic 3D system equivalent is the Spot node.
Inputs and Controls
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Connection Type |
Connection Name |
Function |
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Input |
look at | An optional input to force the light to "look" at an Axis node. |
| axis |
An optional input to link the position, rotation, scale, and skew of the transformed 3D object(s) to an Axis node, so that the transformation controls on the Axis node override the corresponding controls on this node. Tip: If you’ve worked with other 3D applications, you may know the Axis node as a “null” or “locator” object. |
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Control (UI) |
Knob (Scripting) |
Default Value |
Function |
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SpotLight Tab |
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read_from_scene_link | on | If enabled read values from the source prim attributes dynamically into the knobs. If disabled the knobs switch into normal/local mode. Note that in this dynamic mode the values are not baked into keyframes in the knobs. They are dynamically created as if they were an expression. This means that the node will always update to the latest prim state. |
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Source Prim |
source_prim_path |
N/A |
Specify the source prim's scene graph location. |
| Basic | |||
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Intensity |
intensity |
50000 |
Scales the power of the light linearly. |
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Exposure |
exposure |
0 |
Scales the power of the light exponentially as a power of 2, similar to an Fstop control. The result is multiplied against the intensity. |
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Normalize |
normalize |
off |
When enabled this option keeps the power of the light constant when the size of the light is altered. (This is the size of the light prim itself, not the locator in the Viewer.) This makes it easier to independently adjust the intensity/exposure and size of the light because the total illumination provided will not vary with the area or angular size of the light.
May not be respected by all light shader implementations. |
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Color |
color |
1 |
Sets the color of the emitted light. |
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enable_color_temperature |
off |
Enables using color temperature. |
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Color Temperature |
color_temperature |
6500 |
Color temperature, in degrees Kelvin, representing the white point of the light. When enabled the rgb converted result multiplies against the ‘Color’ control. The default is a common white point 6500k, or D65. Lower values are warmer and higher values are cooler with a valid range from 1000k to 10000k. |
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radius | 0.5 | The radius defines the size of the light’s source disk. |
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cone_angle | 20 | Angular diameter of the light in degrees. The light will be cone shaped at smaller angles and behave more like a spot light. |
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cone_softness | 0 | The softness of the cone angle; typically a value of 1 is used for a soft gradation, while 0 would give the cone angle a hard cut-off. Values greater than 1 can be used to further soften the gradation. The effect of this option is visible from ScanlineRender and not the 3d viewer. |
| Refine | |||
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focus | 0 | Affects the spread of the light. The greater the value the more focused the light is. Lower values result in a diffused effect. |
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focus_tint | 0 | Change the color tint of the light in the falloff region determined by the focus property. The effect of this option is visible from ScanlineRender and not the 3d viewer. |
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Diffuse Amount |
diffuse |
1 |
A multiplier for the effect this light has on the diffuse response of materials. Note that this is a non-physical control and can break energy-conservation calculations. May not be respected by all light shader implementations. |
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Specular Amount |
specular |
1 |
A multiplier for the effect this light has on the specular response of materials. Note that this is a non-physical control and can break energy-conservation calculations. May not be respected by all light shader implementations. |
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falloff_type | Quadratic | Light falloff type controls how much light the object gets from the light source. It is based on the distance between the light source and the object. No Falloff will not diminish the light. A Linear type will diminish the light at a fixed rate as it travels from the object. Quadratic and Cubic types will diminish the light at an exponential rate. (ScanlineRender only option) |
| Position Tab | |||
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read_from_scene_link | on | If enabled read values from the source prim attributes dynamically into the knobs. If disabled the knobs switch into normal/local mode. Note that in this dynamic mode the values are not baked into keyframes in the knobs. They are dynamically created as if they were an expression. This means that the node will always update to the latest prim state. |
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Source Prim |
source_prim_path |
N/A |
Specify the source prim's scene graph location. |
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local_parent_constrain_enable | off | Enabling this will apply any constrain transform only to the Local Parent Translate/Rotate/Scale controls, leaving the Local Xform controls available for application -after- the constrain is applied. This reduces the need for parenting connections. For example a light can be Local Parent constrained to a surface point while allowing the light to be translated back from the object via Local Axis. |
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constraint | Look At |
The type of constraint: Look At - Allows your constrained prim to always face and look at the target prim you are constraining to. Parent - Modifies the prim’s transformation as if the target was the parent hierarchically. Allows your constrained prim to match the translation, rotation and scale of the target prim and allows you to set whether you want that transformation to be absolute or relative to the constrained prims existing location in world space, using the maintain offset knob. Transformation - Matches the location, rotation and scale of the prim to the those of the target. Acts similarly to the Parent constraint but is a quick way to constrain via translation or rotation. Translation - Matches the location transformations of the prim to that of the target. Rotation - Matches the rotation transformations of the prim to that of the target . Scale - Matches the scale transformations of the prim to that of the target. |
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constraint_orient_axis | -Z | Orientation axis of the effect. Applies to following types of constraint: LookAt. Also has controls for enabling and disabling the X Y Z axes rotation. |
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constraint_strength | 1 | Strength of the effect. Applies to following types of constraint: LookAt. |
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constraint_apply_translate | on | Enables or disables the translation for the constraint for Parent and Transformation Types only. |
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constraint_apply_rotate | on | Enables or disables the rotation for the constraint for Parent and Transformation Types only. |
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constraint_apply_scale | off | Enables or disables the Scale for the constraint for Parent and Transformation Types only. |
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constraint_maintain_offset | off, 0 | When enabled, the prim maintains the relative offset between itself and the target at the specified offset frame. |
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constraint_set_maintain_offset_frame | N/A | Set the frame to use to the current frame for maintain offset calculation. |
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Local Parent Xform |
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Translate |
local_parent_translate |
0, 0, 0 |
Applies translation prior to the local transform allowing a parenting hierarchy to be kept separate from the local transform. The transform is applied in fixed SRT transform order and XYZ rotation order. When loading xform prim data from a scene file, the prim's parent transform can be placed here. |
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Rotate |
local_parent_rotate |
0, 0, 0 |
Applies rotation prior to the local transform allowing a parenting hierarchy to be kept separate from the local transform. The transform is applied in fixed SRT transform order and XYZ rotation order. When loading xform prim data from a scene file, the prim's parent transform can be placed here. |
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Scale |
local_parent_scale |
1, 1, 1 |
Applies scaling prior to the local transform allowing a parenting hierarchy to be kept separate from the local transform. The transform is applied in fixed SRT transform order and XYZ rotation order. When loading xform prim data from a scene file, the prim's parent transform can be placed here. |
| Local Axis Xform | |||
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sync_local_xform | on | If enabled extract the prim’s local Xform. If the ‘Combine With Parent’ control is enabled the local and parent Xforms are combined. |
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parent_combine_enable | off | If enabled the parent prim Xform is combined (concatened) with the local prim Xform and placed in the local-Xform TRS knobs.
When not enabled the parent prim Xform is extracted separately and placed in the local parent Xform TRS knobs, while the local primXform is extracted and placed in the local axis Xform TRS knobs. |
| Snap | geosnap_operation | N/A |
Choose what a selection in the Viewer or pivot point is snapped to in the Viewer: • Geo to • Geo to • Geo to • Pivot Point to • Pivot Point to • Pivot Point to
• Pivot Point to |
| (Snap) T | geosnap_translate | on | Sets the translation to the selection within the scene. |
| (Snap) R | geosnap_rotate | off | Sets the rotation to the selection within the scene. |
| (Snap) S | geosnap_scale | off | Sets the scale to the selection within the scene. |
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Transform Data |
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists. |
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Transform Order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
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Rotation Order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
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Translate |
translate |
0, 0, 0 |
Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer. |
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Rotate |
rotate |
0, 0, 0 |
Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
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Scale |
scaling |
1, 1, 1 |
Lets you scale the object on the x, y, and z axes. |
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Uniform Scale |
uniform_scale |
1 |
Lets you scale the object simultaneously on the x, y, and z axes. |
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Skew |
skew |
0, 0, 0 |
Lets you skew the object on the x, y, and z axes. |
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Pivot Translate |
pivot_translate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
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Pivot Rotate |
pivot_rotate |
0, 0, 0 |
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Local Matrix |
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Specify Matrix |
useMatrix |
N/A |
Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above. |
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Matrix |
matrix |
N/A |
The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls. Check Specify Matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene. |
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World Matrix |
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World matrix |
world_matrix |
N/A |
Displays the world or absolute xyz transform of the node in world coordinates. Note: Unlike the Local matrix, you can’t adjust the World matrix manually. |
| Import/ Export Tab | |||
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read_from_scene_link | on | If enabled read values from the source prim attributes dynamically into the knobs. If disabled the knobs switch into normal/local mode. Note that in this dynamic mode the values are not baked into keyframes in the knobs hey are dynamically created as if they were an expression. This means that the node will always update to the latest prim state. |
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source_prim_path | N/A | Specify the source prim's scene graph location to load the prim. |
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Import From File |
file_source_enabled |
off |
If enabled an external scene file is used to retrieve prim attribute data, overriding the scene input connection which is ignored. If a valid source prim path specified that prim’s attribute data will be ‘live’ pulled into the node’s parameters - not baked into knob curves. A valid path to the input prim must be specified otherwise the node will produce an error. |
| File Path | file | N/A | Path to external scene file, if scene input is not connected |
| Reload | reload | N/A | Force-update the scene source data. Typically used when file contents have changed but Nuke is not aware of the change. |
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Rotations Euler Filter |
euler_filter_enable |
on |
When enabled, check for possible Euler flips in the decomposed rotation curves and remove them. The Euler filter can help to avoid discontinuity in rotations. |
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Output Prim Path |
prim_path |
none |
Sets the scene graph path for the new camera prim, such as /Scene/Objects/Axis1. If the output path is left blank, the node name is used with a preceding / (forward slash). For example, /Axis1. |
| Create Missing Parents | create_missing_parents | on | When turned on, this will create the missing ancestor prims which don’t already exist in the path. When off, missing ancestors will be pure overs (i.e. overrides), which will cause the prim to not appear in the scene graph or render unless the parent prim ‘overs’ are turned into ‘concrete’ prims. |
| Create Missing Parents (Type) | parent_prim_type | Xform | The type of prim to create for any ancestor prims in the path which don’t already exist. |
| Display Tab | |||
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Display |
display |
wireframe |
Adjust the display characteristics of the 3D object. These settings don’t affect the render output of the scene; these are for display purposes only in the 3D Viewer. • off - hides the 3D geometry object. • wireframe - displays only the outlines of the object’s geometry. • solid - displays all geometry with a solid color. • solid + wireframe - displays the geometry as solid color with the object’s geometry outlines. • textured - displays only the surface texture. • textured + wireframe - displays the wireframe plus the surface texture. Note: The Viewer node 3D > display setting overrides this control. |
| Selectable | selectable | on | Turn off to prevent picking with the mouse in the viewer. |
| Editable | editable | on | Turn off to prevent changing values when manipulating in Viewer. |
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locator_fixed_size | off | When checked, the locator will be drawn in a fixed size regardless of current camera/zoom settings. |
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locator_fill_color | N/A | The fill color used for the locator when the light color isn’t being used. |
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locator_use_light_for_fill_color | on | Sets the locator color to the same color as the light itself. |
Set your geometry to a vertex selection within the scene.
Set your geometry to a vertex selection within the scene in a frame range.
Snaps your geometry by using a custom script.
Set your pivot point to a vertex selection within the scene in a frame range.
Set your geometry to a vertex selection within the scene in a frame range.
Set your geometry to the selected prim’s bounding box within the scene. Click knob to select which part of the bounding box to snap to.