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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 can be used to share lights in multi-renderer workflows.  The available parameters vary based on the type of light.

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Parameters that are specific to RenderMan lights are available in the node's RenderMan tab.

The Light Mixer node is a convenient place to view and edit basic light properties like intensity, exposure, and color.  You can also control these effects on multiple lights by creating collections of lights.  The Light Mixer also provides a way to mute and solo your lights.

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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.  Similarly, you can drag geometry into the Rules section and add lights to the on/off sections for the geometry.

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

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Differences 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.

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Solaris does not have a texture manager

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Anything else?
Instancing (does this work?)

Shadow linking?

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A number of lighting features aren't supported yet within Solaris:

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.  To use a texture on a light source, you must first use txmake to convert the files to .tex