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  • New emissive features for PxrVolumePxrVolume and PxrMeshlight together — In order to support advanced workflows where light filters or light linking are required, we now allow the PxrMeshLight light shader to be attached directly to a RiVolume for emissive effects. Next event estimation will apply for fast direct lighting. We still require a volumetric Bxdf (typically PxrVolume) to be attached. In this situation, the diffuseColor and the density parameters of PxrVolume replace the textureColor of the PxrMeshLight. All other PxrMeshLight parameters will be valid. Please see current limitations below

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