...
Carousel Image Slider include pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg maxNumber 3 sources 5618f8da-f58a-4127-a7eb-647461513de3,ec8f7e82-db0c-4403-a563-f1a9037acc14,32d7143e-d4e4-4511-814c-e2baf0098bae dots false columns 3 infinite false sliderHeight 190 arrows false labelsFilter color gutterSize 20 title Intensity animate false captions true
Intensity
Scales the contribution of this light linearly. The light intensity is computed using physical falloff.
Carousel Image Slider | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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 | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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 | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Carousel Image Slider | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
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.