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Note that due to these optimizations, the spherelight requires that all scale transforms be uniform, e. g. X,Y, and Z scale must all be the same so as not to skew the sphere shape into an ellipse or other form.

 

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  • PxrMeshLight - The mesh light uses a piece of geometry and turns it into a light source. This is much more efficient than using glow or emission from a bxdf. It's great for things like neon lights.

Utility Light Types

  • PxrAOVLight - This is a utility that's recognized as a light type but it doesn't illuminate anything. It's a useful tool for creating quick masks for objects through light linking.

 

 

Lights also have some special parameters regarding shadows and bidirectional path tracing made possible by the PxrVCM and PxrUPBP integrators. You can refer to the technical memo: