The Light Blocker is a light filter that specifies a primitive volume defined in the Geometry Type (box, sphere, cylinder, or plane) which when connected to a light node will block or modify the light as it passes through that volume. The blocker will only influence a light it is connected to, just like other filters (i.e. the geometry affects nothing else, including GI, and is invisible). One, simplistic use would be to mimic the effect of a complex lamp housing, (possibly in combination with the barndoor filter) without modeling the lamp geometry. Another use would be to create shadows in your scene that look different to how they normally would.
Determines the shape of the blocked light. A light blocker can be a box, cylinder, sphere, or plane.
Box. Rollover image for GUI (Maya).
Cylinder. Rollover image for GUI (Maya).
Sphere. Rollover image for GUI (Maya).
Plane. Rollover image for GUI (Maya).
A matrix for the light blocker shape with rotation, translation, scale and pivot settings.This value is the strength of the light blocker effect. The light blocker will not be apparent unless the density value is above 0.
nlike gobos you can position a shadow independently of the light transform. It works with all types of lights instead of just spot lights (unlike the gobo which also contributes illumination to the scene). It only works when 'Geometry Type' is set to Box.
Tree mask connected to Shader. Mask is static when light position changes.
Increases the circular shape of plane light blockers.
Attenuates the edge of the height of the light blocker.
This is the magnitude of the ramp multiplier, applying along the Ramp Axis direction. Negative values flip the Ramp Axis direction.
Attenuates the ramp based on the direction set.
shader color is more taken as a mask