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.