ArnoldMeshLight
Turns mesh primitives into Arnold mesh lights by assigning a mesh_light shader, turning off all visibility except for camera rays, and adding the meshes to the default lights set.
user
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
out
The processed output scene.
enabled
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
in
The input scene
filter
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
parameters
The parameters of the light shader applied to the mesh.
parameters.color
Refer to Arnold’s documentation for further details.
parameters.intensity
Refer to Arnold’s documentation for further details.
parameters.exposure
Refer to Arnold’s documentation for further details.
parameters.cast_shadows
Refer to Arnold’s documentation for further details.
parameters.cast_volumetric_shadows
Refer to Arnold’s documentation for further details.
parameters.shadow_density
Refer to Arnold’s documentation for further details.
parameters.shadow_color
Refer to Arnold’s documentation for further details.
parameters.samples
Light samples to take. Higher samples give better quality. Ignored when global light sampling is used.
parameters.normalize
Refer to Arnold’s documentation for further details.
parameters.diffuse
Refer to Arnold’s documentation for further details.
parameters.specular
Refer to Arnold’s documentation for further details.
parameters.sss
Refer to Arnold’s documentation for further details.
parameters.indirect
Refer to Arnold’s documentation for further details.
parameters.max_bounces
Refer to Arnold’s documentation for further details.
parameters.volume_samples
Refer to Arnold’s documentation for further details.
parameters.volume
Refer to Arnold’s documentation for further details.
parameters.aov
Refer to Arnold’s documentation for further details.
parameters.sampling_mode
Which sampling method to use. ‘AUTO’ means this light will be sampled according to the global ‘option.light_samples’ setting. Then GLS is used when options.light_samples > 0, otherwise all lights are sampled as if in ‘LOCAL’ mode. ‘LOCAL’ mode set means this light will be sampled according to its ‘samples’ parameter, regardless of ‘option.light_samples’ setting ensuring it is included in every shading event. Note: the global ‘low_light_threshold’ option may still cause this light to be skipped for a particular shading point if its contribution is below the threshold.
defaultLight
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.
cameraVisibility
Whether or not the mesh light is visible to camera rays.