Emission#

gs.surfaces.Emission 让表面发光,因此实体会自身发亮,而不只是反射入射光。发光表面由 RayTracer 后端渲染。

class genesis.options.surfaces.Emission(*, color: tuple[float, ...] | None = None, opacity: float | None = None, roughness: float | None = None, metallic: float | None = None, emissive: tuple[float, ...] | None = None, ior: float | None = None, default_roughness: float = 1.0, vis_mode: typing.Literal['visual', 'collision', 'particle', 'sdf', 'recon'] | None = None, smooth: bool = True, double_sided: bool | None = None, cutoff: float = 180.0, normal_diff_clamp: float = 180.0, recon_backend: typing.Literal['splashsurf', 'openvdb'] = 'splashsurf', generate_foam: bool = False, foam_options: genesis.options.misc.FoamOptions = <factory>, emissive_texture: genesis.options.textures.Texture | None = None) → None[source]#

Emission surface. This surface emits light. Note that in Genesis’s ray tracing pipeline, lights are not a special type of objects, but simply entities with emission surfaces.

Parameters:
  • color (tuple | None, optional) – Emissive color. Shortcut for emissive_texture with a single color.

  • emissive (tuple | None, optional) – Emissive color. Shortcut for emissive_texture with a single color.

  • emissive_texture (gs.textures.Texture | None, optional) – Emissive texture of the surface.