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Parameters that are part of the USDLuxLight schema are available on the node’s Base Properties, Shaping, and Shadow tabs. These parameters are shareable in workflows with different renderers. The available parameters vary based on the type of light.
Parameters that are specific to RenderMan lights are available in the RenderMan tab of the node.
Light linking
Light linking can be done with the Light Linker node. Simply drag lights or collections of lights to the center Rules section. Then drag geometry to the on/off sections for each light.
Mesh light
The geometry light type of the light node isn’t support at the moment. But you can create a mesh light by assigning a PxrMeshLight shader to a piece of geometry. (TEST and test whether or not light linking UI can be accessed this way?)
Easy control of lights
Light mixer node
Different from RfH
- Light shapes are visible to the camera by default. In order to turn off the visibility on all lights, create a Render Geometry Settings node and set the Primitives scope to "All Light Primitives". Then uncheck the Camera Visibility setting.
- No texture manager - textures must be .tex
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