Karma Lights: not added to tree

   1627   5   0
User Avatar
Member
30 posts
Joined: Feb. 2021
Offline
Hello,

I am trying to debug a solaris render scene, I ve bumped into these two messages:

  • /lights/arealight1 not added to tree: Light has a complex shader or shaping

shaping has been tweaked, what does define a complex shaping?

  • /lights/pointlight1 not added to tree: Point/Line light not supported

can I use point lights in Karma?

and more importantly are these two effecting the render?

Cheers
R.
User Avatar
Member
7794 posts
Joined: Sept. 2011
Online
Ruspa
I am trying to debug a solaris render scene, I ve bumped into these two messages:

/lights/arealight1 not added to tree: Light has a complex shader or shaping

shaping has been tweaked, what does define a complex shaping?

any change to shaping counts as complex shaping for light tree purposes.

Ruspa
/lights/pointlight1 not added to tree: Point/Line light not supported

can I use point lights in Karma?

yes, but the light tree doesn't support them.

The light tree is an acceleration structure to help with rendering scenes with large numbers of lights. If the lights are point lights or have shaping controls enabled such as spotlight, then the acceleration structure won't include them and they will be evaluated sequentially without any intelligent light picking from the tree.
User Avatar
Member
30 posts
Joined: Feb. 2021
Offline
thanks for the info

is any case I want to force the light sampling mode to uniform in the render settings?

R.
User Avatar
Member
7794 posts
Joined: Sept. 2011
Online
Ruspa
thanks for the info

is any case I want to force the light sampling mode to uniform in the render settings?

R.

No, you can ignore the warnings. The lights will use uniform mode automatically when needed.
User Avatar
Member
12474 posts
Joined: July 2005
Offline
You could quite easily edit the lights en masse and force them to be uniform. It'll result in a different look, of course, but worked well enough for my testing purposes. I've tested this with some production rigs intended for a different renderer where all the lights had a non-default Focus exponent.
Edited by jason_iversen - Aug. 21, 2022 04:29:58
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
User Avatar
Member
30 posts
Joined: Feb. 2021
Offline
ok Thanks again both.
R.
  • Quick Links