Creates lights by assigning an emissive OSL shader to some simple geometry.
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
The output scene.
The on/off state of the node. When it is off, the node outputs an empty scene.
The name of the object in the output scene.
A list of sets to include the object in. The names should be separated by spaces.
The transform applied to the object.
The parameters of the light shader - these will vary based on the light type.
Whether this light illuminates all geometry by default. When toggled, the light will be added to the “defaultLights” set, which can be referenced in set expressions and manipulated by downstream nodes.
Attributes that affect the visualisation of this Light in the Viewer.
Scales non-geometric visualisations in the viewport to make them easier to work with.
Visualisers that load textures will respect this setting to limit their resolution.
Controls whether applicable lights draw a representation of their light projection in the viewer.
Allows light projections to be scaled to better suit the scene.
Controls how lights are presented in the Viewer.
Specifies the aperture used when looking through this light. Overrides the Viewer’s Camera Settings.
Specifies the clipping planes used when looking through this light. Overrides the Viewer’s Camera Settings.
The OSL shader to be assigned to the light geometry.
The shape of the light. Typically, disks should be used with spotlight shaders and spheres should be used with point light shaders. The “Geometry” shape allows the use of custom geometry specific to a particular renderer.
The radius of the disk or sphere shape. Has no effect for other shapes.
The type of geometry to create when shape is set to “Geometry”. This should contain the name of a geometry type specific to the renderer being used.
The bounding box of the geometry. Only relevant when the shape is set to “Geometry”.
Arbitary parameters which specify the features of the “Geometry” shape type.
Arbitrary attributes which are applied to the light. Typical uses include setting renderer specific visibility attributes to hide the shape from the camera.