User Guide
1004 Chapter 14: Properties
All shaders have access to the #standard shader properties; in addition to these standard shader
properties shaders of the types
#engraver, #newsprint, and #painter have properties unique to
their type. For more information, see the
newShader.
Example
This statement sets the texture Oval as the specularLightMap of the shader used by the
model GlassBox:
member("3DPlanet").model("GlassBox").shader.specularLightMap = \
member("3DPlanet").texture("Oval")
See also
diffuseLightMap
spotAngle
Usage
member(whichCastmember).light(whichLight).spotAngle
Description
3D property; allows you to get or set the angle of the light projection cone. Light that is falls
outside of the angle specified for this property, contributes no intensity. This property takes float
value between 0.0 and 180.00, and has a default value of 90.0. The float value you specify
corresponds to half the angle; for instance if you wish to specify a 90° angle you would pass a
value of 45.0.
Example
This statement sets the spotAngle property of the light unidirectional to 8. The angle of the light
projection cone will be 16°:
member("3d world").light("unidirectional").spotAngle = 8
spotDecay
Usage
member(whichCastmember).light(whichLight).spotDecay
Description
3D light property; allows you get or set whether a spotlight’s intensity falls off with the distance
from the camera. The default value for this property is FALSE.
Example
The following statement sets the spotDecay property of light 1 to TRUE. Models that are farther
away from light 1 will be less brightly lit than models that are closer to it.
member("Scene").light[1].spotDecay = TRUE