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Overview

Lighting in Karma heavily relies on USD’s built-in features related to lights. This chapter describes the basics of USD lighting, and Karma-specific properties.

USD lights

USD supports the following standard light types. Karma may not support all of the following lights, but should provide an alternate approach to mimic their effect.

CylinderLight

Cylindrical shaped light source.

DiskLight

Circle shaped light source.

DistantLight

Infinitely distant light source.

DomeLight

Omni-directional, environment light source.

GeometryLight

Meshes or other geometry providing illumination.

Point

An infinitely small light source.

PortalLight

Light to provide a portal for dome lights.

RectLight

Rectangular shaped light source

SphereLight

Spherical light source.

Common properties

Lights have various properties to mimic real-world lighting and provide artistic control. Directional lights are aligned to emit light along their local -Z axis by default. All lights can be moved, rotated, and scaled.

Cylinder light

Height

  • Length of the light along local X axis.

Radius

  • Radius around the tube around the local X axis.

Transform

  • Fully transformable.

DiskLight

Radius

  • Radius of the disk.

Transform

  • Fully transformable.

DistantLight

Angle

  • Angular size of light in degrees.

Transform

  • Fully transformable, but only rotations affect the light.

DomeLight

Transform

  • Fully transformable, but only rotations affect the light.

GeometryLight

Transform

  • Fully transformable.

Other

  • Emission and Emission Color are controlled on the shader.

  • Render Geometry Settings marks the prim as a light source, so Karma can sample more efficiently.

  • See Emissive Materials for details.

Point Light

Transform

  • Fully transformable, but rotations/scales require applied shaping properties (such as spotlight).

Portals

Transform

  • Fully transformable.

Other

  • Render Geometry Settings marks the prim as a portal source.

  • Render Geometry Settings can also specify which dome lights the portal affects.

RectLight

Width

  • Size along local X axis.

Height

  • Size along local Y axis.

Transform

  • Fully transformable.

SphereLight

Radius

  • Radius of the sphere. Use the transform to get non-uniform spheres.

Transform

  • Fully transformable.

KarmaSkyDomeLight

Solar Altitude

  • Angle of the sun in the sky.

Solar Azimuth

  • Position of the sun around the up-axis.

Turbidity

  • The amount of dust and dirt in the atmosphere.

Transform

  • Fully transformable, but only rotations affect the light.

Karma Physical Sky

Combination of a KarmaSkyDome and Distant lights and special properties.

See the node helpcard for more details.

LPE tags

Karma supports custom tags for Light Path Expressions. For lights, these can be set using the Light LOP’s Karma properties. The LPE Tag LOP can also be used to add LPE tags.

See Light Path Expressions for more details.

Light filters

Light filters can be added to lights to provide artistic modifications to lighting elements. These are created with a Light Filter Library. Karma supports using MaterialX shaders in light filters. The Karma Light Project is essential for these workflows.

Karma Light Filter Attenuation

Controls how the light intensity/color changes over distance.

Karma Light Filter Barndoor

Adds barndoors to a cone light.

Karma Light Filter Gel

Adjusts the color, intensity, or diffuse/specular of a light source.

Karma Light Filter Gobo

Projects the light source through a texture.

Karma Light Filter Projection

Provide the depth and UV coordinates of the “current ray” in the light’s projection space

Warning

  • Lights with light filters applied are not automatically added to the light tree.

  • It is not advised to use light filters on dozens or hundreds of lights in the same scene.

Karma light properties

Global properties can often be control on a per-light basis. These controls live in the primvars:karma:light: namespace, and are usually multipliers on their global counterpart. If a property does not specify that it multiplies or scales, then it acts as an override.

Active Radius

Artificially clamp the illumination distance from the light. Outside this radius, the light will have no effect.

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.

Category

The category identifier used to select this light source for illumination.

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.

Spread

Spread 1.0
Spread 0.5
Spread 0.2
Spread 0.05

For rectangle lights only, Karma has a special spread parameter. This can focus an area light projection, to get a sort of “blend” between distant lights and simple area lights.

Light Tree

Karma automatically builds a light tree to make rendering scenes with many lights more efficient. This helps Karma efficiently decide which lights should be sampled the most, and are most likely to resolve faster. Setting this to Uniform on a light will force it to always be sampled.

See Sampling > Light Tree for more details.

Chapters

Karma user guide

Chapters

Reference