RenderManMeshLight

Turns mesh primitives into RenderMan mesh lights by assigning a PxrMeshLight 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.

cameraVisibility

Whether or not the mesh light is visible to camera rays.

parameters

The parameters of the PxrMeshLight shader that is applied to the meshes.

parameters.intensity

            intensity: Scales the contribution of this light linearly. The light intensity is computed using
            physical units.

parameters.exposure

            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. Real 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.

parameters.lightColor

            lightColor: The color of the emitted light.

parameters.textureColor

            textureColor: An image to use as a light source. 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.

parameters.enableTemperature

            enableTemperature: Turns color temperature on or off.

parameters.temperature

            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). The effect will be less pronounced on fully
            saturated mono-chromatic lights. Defaults to 6500K, which should be very close to white
            on most monitors (D65 illuminant used by sRGB and Rec 709).

parameters.specular

            specular: Amount of specular light that is emitted. This is a non-physical control. You
            could use a light with Specular Amount 0.0 to act purely as a source of diffuse light for
            your scene objects and avoid adding highlights.

parameters.diffuse

            diffuse: Amount of diffuse light that is emitted. This is a non-physical control. You
            could use a light with Diffuse Amount 0.0 to act purely as a source of highlights for
            your scene objects.

parameters.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.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.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.enableShadows

            enableShadows: Enable raytraced shadows.

parameters.shadowColor

            shadowColor:  The color of the shadows cast by emitted light.

parameters.shadowDistance

            shadowDistance: The maximum distance of the shadow starting from the position of the point
            being shaded. You may use this control to artificially reduce the distance shadows are
            cast. This may also increase render speed by not calculating shadows outside this distance.

parameters.shadowFalloff

            shadowFalloff: the distance from the light at which shadow falloff begins.
            -1.0 turns off shadow falloff. This is used along with Shadow Max Distance to create a
            false fade for shadows that are reduced or cut off by the Shadow Max Distance parameter.

parameters.shadowFalloffGamma

            shadowFalloffGamma: The gamma of the shadow strength in the falloff zone. This requires
            the use of Shadow Max Distance and Shadow Falloff.

parameters.shadowSubset

            shadowSubset: Set of geometry to consider for traced shadow intersection.
            If this is not specified, all geometry are considered for traced shadow
            intersection.

parameters.shadowExcludeSubset

            shadowExcludeSubset: Set of geometry to ignore for traced shadow intersection.
            If this is not specified, all geometry is used for traced shadow intersection.

parameters.msApprox

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

            NOTE: Values other than 0 or 1 may produce incorrect results.

parameters.msApproxBleed

            msApproxBleed: The color of the light bleed from multi-scattering approximation. Controls how much
            light bleeds into the volumes illuminated by this light.
            Has no effect if msApprox is set to 0.

parameters.msApproxContribution

            msApproxContribution: The color of the contribution of light from multi-scattering approximation.
            Controls how much the light bleed contributes to the brightness of volumes illuminated by this light.
            Has no effect if msApprox is set to 0.

parameters.areaNormalize

            areaNormalize: 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.

parameters.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.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.visibleInRefractionPath

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

parameters.cheapCaustics

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

parameters.cheapCausticsExcludeGroup

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

parameters.importanceMultiplier

            Importance of this light for noise control.

parameters.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.

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.