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Since | 20.5 |
This version of the Dome Light LOP creates a USD prim with the DomeLight_1
schema, as opposed to earlier versions of this asset which create a USD prim with the older DomeLight
schema.
Creating vs. editing prims ¶
This node belongs to a class of nodes that create or edit USD prims directly. These nodes operate in Create mode_ or Edit mode_. This is controlled by a Create Primitives checkbox or an Action popup menu_. In Create mode, the node creates new prims. In Edit mode, the node changes the attributes on an existing prim. The Edit mode has two variations.
-
Edit will not modify primitives which have a
houdini:editable
attribute set tofalse
. -
Force Edit will modify a primitive regardless of the existence or value of this attribute. This attribute can be set on a primitive using the
Configure Primitives LOP.
Parameters that correspond to a USD attribute have a pop-up menu to the left that controls how the node authors the attribute. In addition to that, any connectable USD attributes (i.e., the ones in the inputs:
namespace) will have menu items that allow disconnecting them from their sources.
Environment maps ¶
You will usually set the dome light to project a texture (environment map), such as a generic sky dome, or an IBL light probe (mirror-ball) reading taken on set.
-
If you use a cube map, it must be a vertical cross.
-
If you use a latitude-longitude map, you use should follow the OpenEXR specification for these kinds of environment maps. The following is from the OpenEXR documentation:
Latitude-Longitude Map
The environment is projected onto the image using polar coordinates (latitude and longitude). A pixel’s x coordinate corresponds to its longitude, and the y coordinate corresponds to its latitude. Pixel (
dataWindow.min.x
,dataWindow.min.y
) has latitude+pi/2
and longitude+pi
; pixel (dataWindow.max.x
,dataWindow.max.y
) has latitude-pi/2
and longitude-pi
.In 3D space, latitudes
-pi/2
and+pi/2
correspond to the negative and positive y direction. Latitude0
, longitude0
points into positive z direction; and latitude0
, longitudepi/2
points into positive x direction.The size of the data window should be
2*N
byN
pixels (width by height), whereN
can be any integer greater than0
.
Parameters ¶
Sampling Behavior
Cooking this node can generate many USD time samples, rather than just a single time sample at the current time. This can be equivalent to having a Cache LOP following this node, but it will evaluate much faster, and does not cache data from any other nodes. This allows animated data to be authored to USD without introducing a node time dependency which would then cause all following nodes to also be time dependent. This can vastly improve playback performance of some LOP Networks.
In all sampling modes, if a parameter on this node does not vary with time, and does not rely on other time sampled data from the stage, only a single default value will be generated in USD for the corresponding attribute. USD time samples are only generated for parameters that may vary over time.
Sample Current Frame
A single time sample will be generated for the current time.
Sample Frame Range If Input Is Not Time Dependent
If the input to this node is time dependent, this node behaves as if it is in Sample Current Frame mode. Otherwise it behaves as if it is in Sample Frame Range mode.
Sample Frame Range
The Start/End/Inc parameter is used to generate multiple times at which this node’s parameters are evaluated, and a USD time sample is created for each attribute at each one of these times.
Start/End/Inc
When the Sampling behavior is Sample Frame Range, this parameter controls the number and spacing of base time samples to be generated by this node. The default values of this parameter are @fstart
, @fend
, and @finc
. These values correspond to the start, end, and step size of the global Houdini animation settings when interacting with Houdini. When using a ROP node to generate a range of frames, these values correspond to the start, end, and increment values specified on the ROP node being executed. This default ensures that a USD file written to disk will contain time samples for exactly the frame range requested by the ROP (regardless of the Houdini animation settings).
Subframe Sampling
For each primary sample generated by this node, these parameters can cause additional samples to be generated around that primary sample time. This is most often used to ensure that accurate data exists at exactly the camera shutter open and close times, as well as at the primary sample time.
Shutter
Controls the method used to specify the shutter open and close times relative to the primary sample times.
Specify Manually
The Shutter Open/Close parameter values provide exact offset values relative to the primary sample time.
Use Camera Prim
The Camera Prim parameter provides the scene graph path of a camera primitive from which the shutter open and close times are extracted to provide the offset values relative to the primary time sample.
Shutter Open/Close
When Shutter is set to Specify Manually, these two offset values are added to the primary sample time to indicate the shutter open and close times. The open time should be less than or equal to zero, and the close time should be greater than or equal to zero.
Camera Prim
When Shutter is set to Use Camera Prim, this is the scene graph path of a camera prim on the input node’s stage. The shutter open and close attribute values are read from this primitive.
Samples
The number of subframe samples to create for each primary sample. These samples are evenly distributed between the shutter open and close times. Note that such an even distribution may or may not create a sample at exactly the primary sample time.
Always Include Frame Sample
When turned on, forces a sample to be created at exactly the primary sample time. If the Samples value, together with the shutter open and close times, already place a sample at the primary sample time, turning on this option has no effect. Otherwise, this option causes an addition sample to be added. This means that the actual number of samples per primary sample may in fact be one more than the number specified in the Samples parameter.
Action
Whether this node should create new prims, or edit existing prims. In addition, the Force Edit
option can be chosen to cause this node to ignore the houdini:editable
attribute on prims, and always edit the specified attributes. This is in contrast to the Edit
mode which will trigger a warning and not set attributes on prims with the houdini:editable
attribute set to false
.
Primitive Path
In Create mode, this lets you control where in the scene graph to create the prim(s).
The default is usually /$OS
. This creates a primitive at the root level with the same name as the node (for example, /tube1
). This is a useful default for preventing naming conflicts, but terrible for organization. You should try to remember to change the Primitive Path to a better value when you create prims.
For example, instead of naming models after the node that created them, you might want to name them after the geometry inside, and organize them under a /Models
branch.
The Create Primitives section contains basic controls for how to create the new prim(s).
Primitives
In Edit mode, the node has a Primitive Pattern parameter. This lets you specify the prim(s) the node should operate on. You can click the select button beside the text box to select the primitives from the scene graph tree. You can also use primitive patterns for advanced matching, including matching all prims in a collection.
Initialize Parameters
Changes the state of all control menu parameters to Do Nothing, so that this node will not apply any changes. Also grabs the current values of each property from the first Primitives match, and sets the values of the corresponding parameters to match. This means that changing any parameter’s control menu to Set or Create mode will set the property to its current value, making it easier to apply changes to an existing value rather than setting a brand new value. With Rebuild Render-Specific Parameters you reset all parameters from render-specific tabs to their default values for the specific node. If you want to reset the parameters for the entire scene, you can also open the top-level Render menu and choose Rebuild All Render-Specific LOP Parameters.
Transform ¶
Transform
How the transform parameters below apply to the primitive. (Because each USD prim can contain multiple transforms, and be affected by parent transforms, there are many different ways to apply new transforms.)
Append
Apply the parameters as a new, most local transform.
Prepend
Apply the parameters as a new, least local transform.
Overwrite or Append
If a local transform exists with the name xformOp:transform
, overwrite it with the parameters. Otherwise, apply it as a new, most local transform.
If this replaces an existing transform, that transform’s order in the local transform stack is not affected.
Overwrite or Prepend
Like Overwrite or Append, but least local.
Apply Transform in World Space
Apply the parameters as a new, most local transform. However, prior to applying the transform, it is updated so that the result of the transform appears as if the transform was being applied in world space, before any local or ancestor transformations were applied to the primitive.
Replace All Local Transforms
The transform specified in the remaining transform parameters is always applied as a new transform. Prior to applying this transform, all existing transform operations on the local transform stack are cleared so that only the supplied transform remains on the local transform stack (though ancestor transforms still have an effect).
Transform Order
The order in which Houdini applies translates, rotates, and scales, and the order in which it applies rotation.
Translate
Movement amount along XYZ axes.
Rotate
Degrees rotation around XYZ axes.
Scale
Non-uniform scaling along XYZ axes.
Shear
Amount of shearing. The three values represent shearing in the X direction on the XY plane, in the X direction on the XZ plane, and in the Y direction on the YZ plane, respectively.
Uniform Scale
Scales the object uniformly along all three axes.
Pivot Translate
Moves the local origin of the object.
Pivot Rotate
Rotates the local origin of the object after translation.
Note
USD currently does not have look-at constraints. This node calculates the per-frame transform to fulfill the constraint and applies it to the object.
See the Light tool help for how to set up the look-at constraint interactively in the viewport.
Enable Look At
Turns on the constraint that orients this object to look at a point or another object.
Look At Position
If Enable Look At is on and, this is a point in space this object will look at. If Look At Primitive is not blank, this is an offset from the centroid of the target object (in the local space of that object).
Look At Primitive
The path to a USD prim this object should look at. If this is not blank, Look At Position is an offset from this centroid of the target object.
Up Vector Method
Controls how the up vector is set.
X Axis
Use 1,0,0
as the up axis.
Y Axis
Use 0,1,0
as the up axis.
Custom
Us the value of the Up Vector parameter as the up axis.
Up Vector
When Up Vector Method is Custom, this is the up axis to use for the look-at constraint.
Twist
A twist rotation (around the -Z axis, clockwise, in degrees), applied after the lookout transform.
Base Properties ¶
Intensity
A linear scale on the power output of the light.
Exposure
Scales the power output exponentially as a power of 2, similar to an F-stop control. 0
does not scale intensity, negative numbers scale intensity down by the square, positive numbers scale intensity up. Often you will set the Intensity to what looks like the right amount of light, and then use this parameter to “tweak” it.
Color
The color of the light, in energy-linear terms.
Enable Color Temperature
Use Color Temperature to control the light color. The color calculated by Color Temperature is multiplied by the RGB color in Color, so if you want the “pure” temperature color, you should set Color to 1.0, 1.0, 1.0
.
Color Temperature
When Enable Color Temperature is on, the temperature (in degrees Kelvin) to simulate. The valid range is from 1000
to 10000
. Lower values are warmer and higher values are cooler. The default is the common D65 white point.
If necessary, you can compute the same color value using the UsdLuxBlackbodyTemperatureAsRgb()
function from the USD library.
Clipping Range
Don’t show geometry closer than the near distance or farther away than the far distance (in world units).
Normalize Power
Divides the set power output (intensity scaled by exposure) by the surface area or angular size of the light. This makes it easier to adjust and compare energy output without it being affected by the size of the light.
Diffuse Multiplier
Scales the effect this light has on the diffuse response of shaders. This is a non-physical “tweak”.
Specular Multiplier
Scales the effect this light has on the specular response of shaders. This is a non-physical “tweak”.
Scale Guide Geometry
Applies a uniform scaling factor on the guide geometry that is drawn for the light in the viewport. The default value is an expression that inverts the “meters per unit” value of the USD stage to produce a consistent real-world size for the guide geometry.
Light Filters
A space-separated list of light filters you want to use with the light. You can create a light filter in a Light Filter Library LOP.
Texture
File path to the texture file to use as an environment map.
Format
How the spherical environment is encoded in the texture image. The default, Automatic, tries to guess.
Filters
Optional light filter primitives that should be applied to this light.
Portals
Optional portal geometry prim(s) to use to guide light sampling. Note that Houdini supports single-sided portal lights. Go to the __Karma_ tab’s Light section and turn on single Sided. If you're using the Portal Light LOP, add the path to the downstream portal light node(s) here.
Pole Axis
Indicates the starting alignment of the dome light’s top pole. This alignment is for the dome itself and is not inherited by the namespace children of the dome.
Scene
The dome light’s top pole is aligned with the stage’s up axis.
Y
The dome light’s top pole is aligned with the +Y axis.
Z
The dome light’s top pole is aligned with the +Z axis.
Shadow ¶
Enable
When this is on, objects hit by this light will cast shadows (subject to shadow masks).
Color
Tints the color of shadows cast by this light. Changing this from black (0, 0, 0
) is a non-physical “tweak”.
Falloff Start Distance
The near distance at which shadow falloff begins.
The default value (-1
) indicates no falloff.
Falloff Gamma
A gamma (i.e., exponential) control over shadow strength with linear distance within the falloff zone (between Falloff and Distance).
Distance
The maximum distance to check for objects shadowing this light. The default is -1
, meaning no limit. Setting this may speed up rendering if you know all objects you want shadowed are within a certain distance.
Karma ¶
MIS Bias
Controls whether multiple importance sampling will sample from the BSDF, the light, or both the BSDF and light.
Sampling Quality
This is the per-light sampling quality, that acts as a multiplier on the global Light Sampling Quality. Increasing the quality will add additional samples for this light source, improving the sampling quality of this light relative to other light sources.
Sampling Mode
When using the light tree for rendering, Karma will try to put any light source that’s compatible into the tree. This option can force a light to be excluded from the tree and subject to uniform sampling, which can sometimes yield an improved sampling quality the light at the expense of speed.
Maximum HDRI Size
If an environment map is larger than this resolution, it will be scaled down when performing texture analysis. If the map has some very small, very bright values, this filtering may affect how sampling of the environment map is performed.
Portal MIS Bias
Controls whether the dome light is more likely to sample from the
environment map or the portal geometry. For high-contrast HDRI with strong light sources, it may be beneficial to sample more from the environment map (set it less than 0
), and for low-contrast/flat HDRI, the opposite may be true (set it greater than 0
). Leave it at ß
for balanced approach.
Light Shader
Defines a VEX shader to be used for light evaluation. If the string is empty, the value will be taken from the HOUDINI_VEX_DEFAULT_LIGHTSURFACE
configuration variable.
Active Radius
Artificially clamp the illumination distance from the light. Outside this radius, the light will have no effect.
Point Light Radius
As point lights get closer to geometry, the attenuation equation causes the intensity of lights to go to infinity (a singularity caused by the division by the distance between the light and the surface). Increasing this value to something larger than zero creates an artificial buffer zone to prevent the light from going to infinity. If the radius is set to 1
, the brightest value for the point light will be twice the intensity specified on the
light. If the value is 1.4142
(sqrt(2)
), the brightest value will be the intensity specified.
For distant geometry, there should be very little change in the intensity.
Single Sided
Does the light emit light from a single side (ie along the normal) or from both sides? This only has effect on planar area light types.
Render Light Geometry
Causes the light source geometry to be visible in the render.
Light Geometry Casts Shadow
Causes the light source geometry to cast shadows in the render.
LPE Tag
Custom label assigned to lights or objects for use with light path expression.
Illuminate Background Holdout
If a light exists to add new light source instead of trying to replicate lighting in the live action plate, enable this parameter so that its effect on background holdout geometry shows up in indirect bounces and its contribution to shadow holdout AOVs is omitted.
Contributions
Provides detailed control over which BSDF component the light affects.
Contributes to Caustics
Default is true. Note that Karma only renders caustics if they are enabled on both the light and the object. This option has no effect unless you also turn on Enable Caustics on the geometry object.
Spread
Ranges between 0
to 1
and controls beam direction along the light’s normal. A value of 1
results in diffuse emission, and a value close to 0
gives parallel beams of light similar to directional light. Note that the Spread option is only supported for area lights with Type set to Rectangle or Disk.
In conjunction with Disk lights you can, for example, create focused laser beams by leaving Spread at 0
.