MACROMEDIA DIRECTOR MX 2004-DIRECTOR SCRIPTING Reference page 1004

Director scripting reference
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All shaders have access to the
properties shaders of the types
their type. For more information, see the
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
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
Example
The following statement sets the
away from light 1 will be less brightly lit than models that are closer to it.
member("Scene").light[1].spotDecay = TRUE
1004
Chapter 14: Properties
shader properties; in addition to these standard shader
#standard
,
#engraver
#newsprint
newShader
property of the light unidirectional to 8. The angle of the light
spotAngle
spotDecay
, and
#painter
.
.
FALSE
property of light 1 to
have properties unique to
. Models that are farther
TRUE

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