An Indirect Light (Camera) shader displays indirect illumination when the scene is rendered through the camera and is created on a camera type.
Intensity: Sets the intensity of the light effect. Set the intensity using the slider or plug a function brick into the input node to control the intensity.
Indirect Tint: Sets the color of the indirect light effect. Set a color using the Color Selector or plug a function brick into the input node to control the color.
Samples: Sets the maximum number of samples taken per pixel during rendering. The higher the number, the longer the shader will take to render.
Do Final Gather - Controls whether final gather is calculated or not on the indirect lighting. Toggle the switch to On or Off.
Final Gather is a rendering method for simulating diffuse reflections.
Max Distance - TBD
Min Depth - TBD
Sample Mode - Determines the type of sampling used during rendering.
Illumination - Controls whether the light is on or off or how it casts light.
Off: Turns the selected light off. If you decide to turn a light to 0% intensity, we suggest shutting it off using this menu to conserve computing resources when rendering.
Diffuse Only: Specifies that the light will only cast light in the normal (diffuse) channel without affecting highlights or specularity. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.
Specular Only: Specifies that the light will only cast light in the highlight (specular) channel without affecting the diffuse channel. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.
On: Turns the selected light on. It will cast light in both Diffuse and Specular channels. When a light is on, its brightness is determined by the Intensity slider.