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Creating Lights



In the stage view, add a light Light node and select the light type from the Type parameter list. The dome light has it’s own node called “dome light”. PxrDomeLight is on a separate Dome Light node. 

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Parameters that are part of the USDLux USDLuxLight schema are available on the node’s XXXX Base Properties, XXXX Shaping, and XXXX Shadow tabs.  These parameters are shareable in workflows with different renderers.  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 RenderMan tab of the node.

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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, and drag geometry (or collections of geometry) .  Then drag geometry to the on/off sections . Same for shadow linkingeach light.

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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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Different from RfH

  • Camera visibile by defaultLight 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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  • No texture manager - textures must be .tex

Anything else?
Instancing (does this work?)

Shadow linking?


Known limitations
Light filters
Geometry light type
Portal lights
PxrEnvDayLight
PxrAovLight
point light = sphere light
Distant light intensity

The lighting parameters that are part of the USDLux schema are available on the light node and dome light node.  RenderMan parameters that aren't part of the schema are available in the RenderMan tab of the light and dome light nodes.

Light linking can be done via the light linker node.


See the Solaris documentation for more information.


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

  • RenderMan doesn't have a point light type, so the point light type on the node is translated as a sphere light.

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  • The Geometry light type in the light node
  • Light plugins that aren't part of the USDLux USDLuxLight schema - PxrEnvDayLight, PxrAovLight, custom light plugins 
  • PxrPortalLight
  • light filters

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