mdl::LwEmission
===============

.. contents:: :local:

Definitions:
------------
[1/4] 'mdl::LwEmission::DiffuseEmission'
########################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Affects the appearance of emitted light based on an RGB colour. White is equivalent to no effect.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'ColourTemperature' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Affects the colour of emitted light based on a value in Kelvin units. 6500K is a good approximation for daylight. Higher values will give a blue cast while lower values an orange cast.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Intensity' = SDValueFloat(float(800)) [CONNECTABLE]
         * Description: 'Controls the amount of light emitted in real-world photometric units. Units are dependent on the IntensityMode parameter. If set to TotalPower specify intensity in lumens. If set to PowerPerUnitArea specify intensity in lux.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IntensityScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Increases or decreases the brightness of the light defined by the Intensity parameter in a similar way to a dimmer switch.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IntensityMode' = SDValueEnum("mdl::intensity_mode",1) [CONNECTABLE]
         * Description: 'Intensity can be defined per square metre or for the entire area of the object emitting light.'
         * Types:
            * 'mdl::intensity_mode' (SDTypeEnum) [Uniform]

      * 'MetresPerSceneUnit' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Used to convert from scene units to metres.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'DoubleSided' = SDValueBool(bool(false)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'ApplyFilter' = SDValueBool(bool(false)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[2/4] 'mdl::LwEmission::SpotEmission'
#####################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'ColourTemperature' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Intensity' = SDValueFloat(float(800)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IntensityScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IntensityMode' = SDValueEnum("mdl::intensity_mode",1) [CONNECTABLE]
         * Types:
            * 'mdl::intensity_mode' (SDTypeEnum) [Uniform]

      * 'Exponent' = SDValueFloat(float(2)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Spread' = SDValueFloat(float(1.57079637)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'MetresPerSceneUnit' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'ApplyFilter' = SDValueBool(bool(false)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[3/4] 'mdl::LwEmission::IesEmission'
####################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Affects the appearance of emitted light based on an RGB colour. White is equivalent to no effect.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'ColourTemperature' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Affects the colour of emitted light based on a value in Kelvin units. 6500K is a good approximation for daylight. Higher values will give a blue cast while lower values an orange cast.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Intensity' = SDValueFloat(float(800)) [CONNECTABLE]
         * Description: 'Controls the amount of light emitted in real-world photometric units. Units are dependent on the IntensityMode parameter. If set to TotalPower specify intensity in lumens. If set to PowerPerUnitArea specify intensity in lux.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IntensityScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Increases or decreases the brightness of the light defined by the Intensity parameter in a similar way to a dimmer switch.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Profile' = SDMDLValueLightProfileReference() [CONNECTABLE]
         * Description: 'Assign a standard photometric profile (eg IES, IESNA) to define luminance distribution.'
         * Types:
            * 'mdl::light_profile' (SDMDLTypeLightProfileReference) [Uniform]

      * 'IntensityMode' = SDValueEnum("mdl::intensity_mode",1) [CONNECTABLE]
         * Description: 'Intensity can be defined per square metre or for the entire area of the object emitting light.'
         * Types:
            * 'mdl::intensity_mode' (SDTypeEnum) [Uniform]

      * 'MetresPerSceneUnit' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Used to convert from scene units to metres.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'DoubleSided' = SDValueBool(bool(false)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'ApplyFilter' = SDValueBool(bool(false)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'ProfileRotation' = SDValueMatrix(matrix<float>[3][3](float(1),float(0),float(0),float(0),float(1),float(0),float(0),float(0),float(1))) [CONNECTABLE]
         * Types:
            * 'matrix<float>[3][3]' (SDTypeMatrix) [Uniform]

      * 'NormaliseProfile' = SDValueBool(bool(true)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[4/4] 'mdl::LwEmission::TexturedDiffuseEmission'
################################################
   * SDPropertyCategory = 'Input'
      * 'EmissiveTint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Affects the appearance of emitted light.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'IntensityMode' = SDValueEnum("mdl::intensity_mode",1) [CONNECTABLE]
         * Description: 'Intensity can be defined per square metre or for the entire area of the object emitting light.'
         * Types:
            * 'mdl::intensity_mode' (SDTypeEnum) [Uniform]

      * 'DoubleSided' = SDValueBool(bool(false)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)
