USDMeshLight

Turns mesh primitives into USD mesh lights by assigning a MeshLight shader 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.intensity

The base intensity of the light. Scales the brightness of the light linearly.

parameters.exposure

Exposure setting of the light. Scales the brightness of the light exponentially.

parameters.color

The color of the emitted light, in the rendering color space.

parameters.enableColorTemperature

Controls whether colorTemperature is used.

parameters.colorTemperature

The color temperature of the light, in degrees Kelvin.

parameters.specular

A multiplier for the effect of this light on the specular response of materials.

parameters.diffuse

A multiplier for the effect of this light on the diffuse response of materials.

parameters.ri:light:intensityNearDist

intensityNearDist: Near distance between the point 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 surface.

parameters.ri:light:specularNearDist

specularNearDist: 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.

parameters.ri:light:diffuseNearDist

diffuseNearDist: 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.

parameters.ri:light:msApprox

Enable volume multi-scattering approximation. When enabled, volume multi-scattering approximation mimics the effect of multi-scattering in aggregate volumes.

parameters.ri:light:msApproxBleed

The color of the light bleed from volume multi-scattering approximation. Controls how much light bleeds into the volumes illuminated by this light. Has no effect if ‘Gain’ (msApprox) is set to 0.

parameters.ri:light:msApproxContribution

The color of the contribution of light from volume multi-scattering approximation. Controls how much the light bleed contributes to the brightness of volumes illuminated by this light. Has no effect if ‘Gain’ (msApprox) is set to 0.

parameters.normalize

Controls if the light power should be normalized by the surface area of the light. If enabled, the light power remains constant if the light’s area or angular size is changed.

parameters.ri:light:traceLightPaths

Enables light and photon tracing from this light. This value enforces a physically-based light and as a side-effect disables thinShadow and visibleInRefractionPath. Users may use this feature to selectively decide which lights emit photons when using the PxrVCM or PxrUnified Integrators. Because it will automatically disable thin shadows, this should not be enabled when using the PxrPathTracer integrator.

parameters.ri:light:thinShadow

thinShadow: Enable thin shadow and disable refraction caustics for this light. This parameter will be 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. Also for the paths where Cheap Caustics is enabled (surfaces marked “MWWalkable”), then thinShadow is ignored as well.

parameters.ri:light:visibleInRefractionPath

visibleInRefractionPath: Make this light source visible in refraction paths. This parameter will be ignored if Cheap Caustics is enabled.

parameters.ri:light:cheapCaustics

Enable manifold walk computation and disable thin shadow for this light. This parameter will be ignored if Trace Light Paths is enabled.

parameters.ri:light:cheapCausticsExcludeGroup

Specifies the exclude shadow subset for manifold walk. Will be used to prevent occlusion during the search of caustic path.

parameters.ri:light:importanceMultiplier

Importance of this light for noise control.

parameters.ri:light:lightGroup

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

parameters.arnold:aov

Refer to Arnold’s documentation for further details.

parameters.arnold:cast_volumetric_shadows

Refer to Arnold’s documentation for further details.

parameters.arnold:indirect

Refer to Arnold’s documentation for further details.

parameters.arnold:max_bounces

Refer to Arnold’s documentation for further details.

parameters.arnold:samples

Refer to Arnold’s documentation for further details.

parameters.arnold:shadow_density

Refer to Arnold’s documentation for further details.

parameters.arnold:sss

Refer to Arnold’s documentation for further details.

parameters.arnold:volume

Refer to Arnold’s documentation for further details.

parameters.arnold:volume_samples

Refer to Arnold’s documentation for further details.

parameters.shadow:color

Specifies the color of the shadows cast by the light

parameters.shadow:distance

Specifies the maximum distance, measured between the occluder and the point on a surface, within which shadows are cast.

parameters.shadow:enable

Enables or disables whether the light casts shadows.

parameters.shadow:falloff

Specifies the size of the shadow falloff zone, within the maximum shadow distance.

parameters.shadow:falloffGamma

Controls the rate of falloff within the shadow falloff zone specified with shadow:falloff.

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.