Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
sources5618f8da-f58a-4127-a7eb-647461513de3,ec8f7e82-db0c-4403-a563-f1a9037acc14,32d7143e-d4e4-4511-814c-e2baf0098bae
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
labelsFiltercolor
gutterSize20
titleIntensity
animatefalsecaptionstrue


Intensity

Scales the contribution of this light linearly. The light intensity is computed using physical falloff.

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
sources98ffd246-84f2-4e2e-9800-42f603649dda,a4a4da17-3cb3-41af-9457-86ba4df59f87,f232c48f-dc70-42cf-a263-0f9f33a66eae
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
labelsFilterintensity
gutterSize20
titleIntensity
animatefalsecaptionstrue


Exposure

Specifies the exposure of the area light as a power of 2. Increasing the exposure by 1 will double the energy emitted by the light source. A value of 0 produces an intensity of 1 at the source, -1 produces 0.5. R eal world lighting has high energies and typical exposures are low values while you may have to type a really large number for equivalent Intensity. This is also comfortable to artists familiar with photographic measurements.

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
sources3d707c67-018b-4632-ae22-ec5f64eb7b66,87ca9277-7fc5-4ed0-94b6-9b0647164a4e,6be52a02-df7a-4fdb-b1ef-c7ae560054db
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalselabelsFilterexposure
gutterSize20
titleIntensity
animatefalsecaptionstrue


Texture Color

An image to use as a light source using a pattern node, e.g. PxrTexture. Preferably a High Dynamic Range source. Notice this affects color and shadowing based on the contents of the HDRI used. If forced to use an 8-bit source such as a JPEG image, it should be linearized (transformed to linear color space) before use as a color. Since this is indeed a mesh, you must have defined UVs or appropriate projections to place your texture correctly.

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
sourcesfa7acd7c-d2ba-4128-ba6c-4f7bd6aaa7e7,42745165-2b22-4db3-9bc8-5ba52852d275,6e1cfe99-ee2d-4741-a132-6e5849a030b1
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalselabelsFiltertexturecolor
gutterSize20
titleIntensity
animatefalse

...

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
sourcese45d4bcb-0b71-4734-8ce3-a8435525f4a2,e9b1a530-422b-4033-b15f-a6813d1ed279,f97cd0ad-e192-4bc7-9046-5fb698c35bb1
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
labelsFiltertemperature
gutterSize20
titleIntensity
animatefalsecaptionstrue


Temperature

Allow the user to choose the color temperature of the light in Kelvins. Unlike the basic light color, this allows the user to easily pick plausible light colors based on standard temperature measurements.This control will act like a filter or gel (a tinted transparent surface) in front of your light. If your light is white, you will get the chosen color temperature. If your light is colored, the color temperature will make it cooler (over 6500K) or warmer (below 6500K).

...

Near distance between the point with specular shading being illuminated and the light at which the sample doesn't get brighter. This may help you avoid hot spots and sampling issues where a light is near a specular surface. Note that this value will not apply to lights as seen from the camera. Below, the right sphere has a distance of 0.0, 5.0, and finally 10.0. These values are based on your scene scale/distance so this is just an example.

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
sources44b456d7-47bf-47ef-8ec3-b7b96b937e13,598a61ca-2e3a-4c74-9dc6-f81e0ae3775c,6c649483-4e7f-4cda-bf19-2e6d52f1a3aa
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
gutterSize20
titleIntensity
animatefalse
Image Removed              Image Removed              Image Removed


Diffuse Near Dist

Near distance between the point with diffuse shading being illuminated and the light at which the sample doesn't get brighter. This may help you avoid hot spots and sampling issues where a light is near a diffuse surface. Note that this value will not apply to lights as seen from the camera. Below, the left sphere has a distance of 0.0, 5.0, and finally 10.0. These values are based on your scene scale/distance so this is just an example.

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
sources16733e28-e94b-4d1a-a781-b6d0e1be025b,1dbe2040-c686-4c1c-856e-c95b4280a1d8,42c8fbef-3e7c-46b8-a3f4-bb4b5c5897eb
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
gutterSize20
titleIntensity
animatefalse
Image Removed              Image Removed              Image Removed


...

Advanced


Area Normalize

When normalize is enabled, the amount of light contributed to the scene will not change as you scale the light source. This makes it easier to adjust highlight size without changing scene lighting.


Trace Light Paths

Enable light and photon tracing from this light. This value enforces a physically-based light and as a side-effect disables the above Shadows controls. Users may use this feature to selectively decide which lights emit photons when using the PxrVCM or PxrUnified Integrators.


Thin Shadow

Enable thin shadow and disable refraction caustics for this light. This parameter will ignored if Trace Light Paths is enabled. This is a non-physical control that creates "fake" colored shadows for transmissive objects without needing to generate photons for caustics.


Light Group

Specify the light group name used for light group LPEs. This is useful to generate per-light AOVs for later adjustment in compositing.


Importance Multiplier

Rather than setting explicit Light Samples, users can change the amount of samples the light will be assigned internally by changing this value. RenderMan creates a set of samples at render time for all lights in the scene and changing this value rebalances the samples across the lights. Note that increasing this value will cause more samples to be selected from this light while reducing it for others in the scene. Lower than the default will decrease the samples while providing more to others in the scene.