Light ColorIntensity
Light Intensity. It's multiplier for 'Color'Emit Diffuse
Emit Diffuse, if enabled current light will take effect to material shader diffuse componentEmit Specular
This option effect only to p_MegaTK shaders. Maybe in future versions this option will works with maya's shaders too
Emit Specular, if enabled current light will take effect to material shader speculare component
This option effect only to p_MegaTK shaders. Maybe in future versions this option will works with maya's shaders too
Light Attenuation TypeStart
'None' (0) - attenuation disabled 'Linear Distance' (1) - linear attenuation mapped from 'Start' to 'Stop' distance 'Linear' (2) - linear attenuation from 'Start' distance ('Stop' not used) 'Quadratic Distance' (3) - quadratic attenuation mapped from 'Start' to 'Stop' distance 'Quadratic' (4) - linear attenuation from 'Start' distance ('Stop' not used) 'Cubic Distance' (5) - cubic attenuation mapped from 'Start' to 'Stop' distance 'Cubic' (6) - cubic attenuation from 'Start' distance ('Stop' not used)
Start distance for attenuationStop
Stop distance for attenuation (this option will take effect if attenution type is 'Linear Distance' or 'Quadratic Distance' or 'Cubic Distance')
Enable computing of raytrace shadowShadow Transparency
If 'Shadow' enabled this control Shadow TransparencyLight Radius
Light Radius is some Area Light alternative if you need soft shadow. It's works like Maya Light RadiusShadow Rays
Radius of virtual light (as light size in area light), more radius produce more shadow blur
If 'Light Radius' more than 0 'Shadow Rays' control quality of blured shadow. More value get more smooth result(less noise), but slower renderLight Threshold
If light intensity less that this value raytrace shadow will not be computed. It's very usefull optimization if you have heavy scene with many lights with attenuationLight Category
If 'Light Category' is same as in p_MegaTK this light will take effect to appropriate shading component of p_MegaTK shader. If 'Light Category' is empty light will take effect to all shading component that have empty 'Light Category' too