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API schema that imparts the quality of being a light onto a prim. More...
#include <lightAPI.h>
Public Member Functions | |
UsdLuxLightAPI (const UsdPrim &prim=UsdPrim()) | |
Construct a UsdLuxLightAPI on UsdPrim prim . | |
UsdLuxLightAPI (const UsdSchemaBase &schemaObj) | |
Construct a UsdLuxLightAPI on the prim held by schemaObj . | |
virtual USDLUX_API | ~UsdLuxLightAPI () |
Destructor. | |
USDLUX_API UsdAttribute | GetShaderIdAttr () const |
Default ID for the light's shader. | |
USDLUX_API UsdAttribute | CreateShaderIdAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetShaderIdAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetMaterialSyncModeAttr () const |
For a LightAPI applied to geometry that has a bound Material, which is entirely or partly emissive, this specifies the relationship of the Material response to the lighting response. | |
USDLUX_API UsdAttribute | CreateMaterialSyncModeAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetMaterialSyncModeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetIntensityAttr () const |
Scales the brightness of the light linearly. | |
USDLUX_API UsdAttribute | CreateIntensityAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetIntensityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetExposureAttr () const |
Scales the brightness of the light exponentially as a power of 2 (similar to an F-stop control over exposure). | |
USDLUX_API UsdAttribute | CreateExposureAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetExposureAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetDiffuseAttr () const |
A multiplier for the effect of this light on the diffuse response of materials. | |
USDLUX_API UsdAttribute | CreateDiffuseAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetDiffuseAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetSpecularAttr () const |
A multiplier for the effect of this light on the specular response of materials. | |
USDLUX_API UsdAttribute | CreateSpecularAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetSpecularAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetNormalizeAttr () const |
Normalizes the emission such that the power of the light remains constant while altering the size of the light, by dividing the luminance by the world-space surface area of the light. | |
USDLUX_API UsdAttribute | CreateNormalizeAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetNormalizeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetColorAttr () const |
The color of emitted light, in the rendering color space. | |
USDLUX_API UsdAttribute | CreateColorAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetColorAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetEnableColorTemperatureAttr () const |
Enables using colorTemperature. | |
USDLUX_API UsdAttribute | CreateEnableColorTemperatureAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetEnableColorTemperatureAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdAttribute | GetColorTemperatureAttr () const |
Color temperature, in degrees Kelvin, representing the white point. | |
USDLUX_API UsdAttribute | CreateColorTemperatureAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetColorTemperatureAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdRelationship | GetFiltersRel () const |
Relationship to the light filters that apply to this light. | |
USDLUX_API UsdRelationship | CreateFiltersRel () const |
See GetFiltersRel(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDLUX_API UsdCollectionAPI | GetLightLinkCollectionAPI () const |
Return the UsdCollectionAPI interface used for examining and modifying the light-linking of this light. | |
USDLUX_API UsdCollectionAPI | GetShadowLinkCollectionAPI () const |
Return the UsdCollectionAPI interface used for examining and modifying the shadow-linking of this light. | |
USDLUX_API UsdAttribute | GetShaderIdAttrForRenderContext (const TfToken &renderContext) const |
Returns the shader ID attribute for the given renderContext . | |
USDLUX_API UsdAttribute | CreateShaderIdAttrForRenderContext (const TfToken &renderContext, VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
Creates the shader ID attribute for the given renderContext . | |
USDLUX_API TfToken | GetShaderId (const TfTokenVector &renderContexts) const |
Return the light's shader ID for the given list of available renderContexts . | |
Conversion to and from UsdShadeConnectableAPI | |
USDLUX_API | UsdLuxLightAPI (const UsdShadeConnectableAPI &connectable) |
Constructor that takes a ConnectableAPI object. | |
USDLUX_API UsdShadeConnectableAPI | ConnectableAPI () const |
Contructs and returns a UsdShadeConnectableAPI object with this light. | |
Outputs API | |
Outputs represent a typed attribute on a light whose value is computed externally. | |
USDLUX_API UsdShadeOutput | CreateOutput (const TfToken &name, const SdfValueTypeName &typeName) |
Create an output which can either have a value or can be connected. | |
USDLUX_API UsdShadeOutput | GetOutput (const TfToken &name) const |
Return the requested output if it exists. | |
USDLUX_API std::vector< UsdShadeOutput > | GetOutputs (bool onlyAuthored=true) const |
Outputs are represented by attributes in the "outputs:" namespace. | |
Inputs API | |
Inputs are connectable attribute with a typed value. Light parameters are encoded as inputs. | |
USDLUX_API UsdShadeInput | CreateInput (const TfToken &name, const SdfValueTypeName &typeName) |
Create an input which can either have a value or can be connected. | |
USDLUX_API UsdShadeInput | GetInput (const TfToken &name) const |
Return the requested input if it exists. | |
USDLUX_API std::vector< UsdShadeInput > | GetInputs (bool onlyAuthored=true) const |
Inputs are represented by attributes in the "inputs:" namespace. | |
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UsdAPISchemaBase (const UsdPrim &prim=UsdPrim()) | |
Construct a UsdAPISchemaBase on UsdPrim prim . | |
UsdAPISchemaBase (const UsdSchemaBase &schemaObj) | |
Construct a UsdAPISchemaBase on the prim held by schemaObj . | |
virtual USD_API | ~UsdAPISchemaBase ()=0 |
Destructor. | |
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bool | IsConcrete () const |
Returns whether or not this class corresponds to a concrete instantiable prim type in scene description. | |
bool | IsTyped () const |
Returns whether or not this class inherits from UsdTyped. | |
bool | IsAPISchema () const |
Returns whether this is an API schema or not. | |
bool | IsAppliedAPISchema () const |
Returns whether this is an applied API schema or not. | |
bool | IsMultipleApplyAPISchema () const |
Returns whether this is an applied API schema or not. | |
UsdSchemaKind | GetSchemaKind () const |
Returns the kind of schema this class is. | |
USD_API | UsdSchemaBase (const UsdPrim &prim=UsdPrim()) |
Construct and store prim as the held prim. | |
USD_API | UsdSchemaBase (const UsdSchemaBase &otherSchema) |
Construct and store for the same prim held by otherSchema . | |
virtual USD_API | ~UsdSchemaBase () |
Destructor. | |
UsdPrim | GetPrim () const |
Return this schema object's held prim. | |
SdfPath | GetPath () const |
Shorthand for GetPrim()->GetPath(). | |
USD_API const UsdPrimDefinition * | GetSchemaClassPrimDefinition () const |
Return the prim definition associated with this schema instance if one exists, otherwise return null. | |
USD_API | operator bool () const |
Return true if this schema object is compatible with its held prim, false otherwise. | |
Static Public Member Functions | |
static USDLUX_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Return a vector of names of all pre-declared attributes for this schema class and all its ancestor classes. | |
static USDLUX_API UsdLuxLightAPI | Get (const UsdStagePtr &stage, const SdfPath &path) |
Return a UsdLuxLightAPI holding the prim adhering to this schema at path on stage . | |
static USDLUX_API bool | CanApply (const UsdPrim &prim, std::string *whyNot=nullptr) |
Returns true if this single-apply API schema can be applied to the given prim . | |
static USDLUX_API UsdLuxLightAPI | Apply (const UsdPrim &prim) |
Applies this single-apply API schema to the given prim . | |
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static USD_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Return a vector of names of all pre-declared attributes for this schema class and all its ancestor classes. | |
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static const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Static Public Attributes | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::SingleApplyAPI |
Compile time constant representing what kind of schema this class is. | |
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static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Compile time constant representing what kind of schema this class is. | |
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static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Compile time constant representing what kind of schema this class is. | |
Protected Member Functions | |
USDLUX_API UsdSchemaKind | _GetSchemaKind () const override |
Returns the kind of schema this class belongs to. | |
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USD_API UsdSchemaKind | _GetSchemaKind () const override |
Returns the kind of schema this class belongs to. | |
UsdAPISchemaBase (const UsdPrim &prim, const TfToken &instanceName) | |
Construct a multiple-apply UsdAPISchemaBase on UsdPrim prim with the specified instanceName . | |
UsdAPISchemaBase (const UsdSchemaBase &schemaObj, const TfToken &instanceName) | |
Construct a multiple-apply UsdAPISchemaBase on the prim held by schemaObj with the given instanceName . | |
const TfToken & | _GetInstanceName () const |
Returns the instance name of the API schema object belonging to a multiple-apply API schema. | |
USD_API bool | _IsCompatible () const override |
Check whether this APISchema object is valid for the currently held prim. | |
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virtual UsdSchemaKind | _GetSchemaType () const |
const TfType & | _GetType () const |
USD_API UsdAttribute | _CreateAttr (TfToken const &attrName, SdfValueTypeName const &typeName, bool custom, SdfVariability variability, VtValue const &defaultValue, bool writeSparsely) const |
Friends | |
class | UsdSchemaRegistry |
Additional Inherited Members | |
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static USD_API TfTokenVector | _GetMultipleApplyInstanceNames (const UsdPrim &prim, const TfType &schemaType) |
Returns a vector of names of API schema objects belonging to a multiple-apply API schema applied to a given prim. | |
API schema that imparts the quality of being a light onto a prim.
A light is any prim that has this schema applied to it. This is true regardless of whether LightAPI is included as a built-in API of the prim type (e.g. RectLight or DistantLight) or is applied directly to a Gprim that should be treated as a light.
Quantities and Units
Most renderers consuming OpenUSD today are RGB renderers, rather than spectral. Units in RGB renderers are tricky to define as each of the red, green and blue channels transported by the renderer represents the convolution of a spectral exposure distribution, e.g. CIE Illuminant D65, with a sensor response function, e.g. CIE 1931 𝓍̅. Thus the main quantity in an RGB renderer is neither radiance nor luminance, but "integrated radiance" or "tristimulus weight".
The emission of a default light with intensity
1 and color
[1, 1, 1] is an Illuminant D spectral distribution with chromaticity matching the rendering color space white point, normalized such that a ray normally incident upon the sensor with EV0 exposure settings will generate a pixel value of [1, 1, 1] in the rendering color space.
Given the above definition, that means that the luminance of said default light will be 1 nit (cd∕m²) and its emission spectral radiance distribution is easily computed by appropriate normalization.
For brevity, the term emission will be used in the documentation to mean "emitted spectral radiance" or "emitted integrated radiance/tristimulus weight", as appropriate.
The method of "uplifting" an RGB color to a spectral distribution is unspecified other than that it should round-trip under the rendering illuminant to the limits of numerical accuracy.
Note that some color spaces, most notably ACES, define their white points by chromaticity coordinates that do not exactly line up to any value of a standard illuminant. Because we do not define the method of uplift beyond the round-tripping requirement, we discourage the use of such color spaces as the rendering color space, and instead encourage the use of color spaces whose white point has a well-defined spectral representation, such as D65.
Linking
Lights can be linked to geometry. Linking controls which geometry a light illuminates, and which geometry casts shadows from the light.
Linking is specified as collections (UsdCollectionAPI) which can be accessed via GetLightLinkCollection() and GetShadowLinkCollection(). Note that these collections have their includeRoot set to true, so that lights will illuminate and cast shadows from all objects by default. To illuminate only a specific set of objects, there are two options. One option is to modify the collection paths to explicitly exclude everything else, assuming it is known; the other option is to set includeRoot to false and explicitly include the desired objects. These are complementary approaches that may each be preferable depending on the scenario and how to best express the intent of the light setup.
For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded as the value.
Definition at line 107 of file lightAPI.h.
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inlineexplicit |
Construct a UsdLuxLightAPI on UsdPrim prim
.
Equivalent to UsdLuxLightAPI::Get(prim.GetStage(), prim.GetPath()) for a valid prim
, but will not immediately throw an error for an invalid prim
Definition at line 119 of file lightAPI.h.
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inlineexplicit |
Construct a UsdLuxLightAPI on the prim held by schemaObj
.
Should be preferred over UsdLuxLightAPI(schemaObj.GetPrim()), as it preserves SchemaBase state.
Definition at line 127 of file lightAPI.h.
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virtual |
Destructor.
USDLUX_API UsdLuxLightAPI | ( | const UsdShadeConnectableAPI & | connectable | ) |
Constructor that takes a ConnectableAPI object.
Allow implicit conversion of a UsdShadeConnectableAPI to UsdLuxLightAPI
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overrideprotectedvirtual |
Returns the kind of schema this class belongs to.
Reimplemented from UsdAPISchemaBase.
|
static |
Applies this single-apply API schema to the given prim
.
This information is stored by adding "LightAPI" to the token-valued, listOp metadata apiSchemas on the prim.
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static |
Returns true if this single-apply API schema can be applied to the given prim
.
If this schema can not be a applied to the prim, this returns false and, if provided, populates whyNot
with the reason it can not be applied.
Note that if CanApply returns false, that does not necessarily imply that calling Apply will fail. Callers are expected to call CanApply before calling Apply if they want to ensure that it is valid to apply a schema.
USDLUX_API UsdShadeConnectableAPI ConnectableAPI | ( | ) | const |
Contructs and returns a UsdShadeConnectableAPI object with this light.
Note that most tasks can be accomplished without explicitly constructing a UsdShadeConnectable API, since connection-related API such as UsdShadeConnectableAPI::ConnectToSource() are static methods, and UsdLuxLightAPI will auto-convert to a UsdShadeConnectableAPI when passed to functions that want to act generically on a connectable UsdShadeConnectableAPI object.
USDLUX_API UsdAttribute CreateColorAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetColorAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateColorTemperatureAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetColorTemperatureAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateDiffuseAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetDiffuseAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateEnableColorTemperatureAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetEnableColorTemperatureAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateExposureAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetExposureAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdRelationship CreateFiltersRel | ( | ) | const |
See GetFiltersRel(), and also Create vs Get Property Methods for when to use Get vs Create.
USDLUX_API UsdShadeInput CreateInput | ( | const TfToken & | name, |
const SdfValueTypeName & | typeName | ||
) |
Create an input which can either have a value or can be connected.
The attribute representing the input is created in the "inputs:" namespace. Inputs on lights are connectable.
USDLUX_API UsdAttribute CreateIntensityAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetIntensityAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateMaterialSyncModeAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetMaterialSyncModeAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateNormalizeAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetNormalizeAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdShadeOutput CreateOutput | ( | const TfToken & | name, |
const SdfValueTypeName & | typeName | ||
) |
Create an output which can either have a value or can be connected.
The attribute representing the output is created in the "outputs:" namespace. Outputs on a light cannot be connected, as their value is assumed to be computed externally.
USDLUX_API UsdAttribute CreateShaderIdAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetShaderIdAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateShaderIdAttrForRenderContext | ( | const TfToken & | renderContext, |
VtValue const & | defaultValue = VtValue() , |
||
bool | writeSparsely = false |
||
) | const |
Creates the shader ID attribute for the given renderContext
.
See GetShaderIdAttrForRenderContext(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute CreateSpecularAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetSpecularAttr(), and also Create vs Get Property Methods for when to use Get vs Create.
If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
|
static |
Return a UsdLuxLightAPI holding the prim adhering to this schema at path
on stage
.
If no prim exists at path
on stage
, or if the prim at that path does not adhere to this schema, return an invalid schema object. This is shorthand for the following:
USDLUX_API UsdAttribute GetColorAttr | ( | ) | const |
The color of emitted light, in the rendering color space.
This color is just multiplied with the emission:
In the case of a spectral renderer, this color should be uplifted such that it round-trips to within the limit of numerical accuracy under the rendering illuminant. We recommend the use of a rendering color space well defined in terms of a Illuminant D illuminant (ideally a D illuminant whose white point has a well-defined spectral representation, such as D65), to avoid unspecified uplift. See: Quantities and Units
Declaration | color3f inputs:color = (1, 1, 1) |
C++ Type | GfVec3f |
Usd Type | SdfValueTypeNames->Color3f |
USDLUX_API UsdAttribute GetColorTemperatureAttr | ( | ) | const |
Color temperature, in degrees Kelvin, representing the white point.
The default is a common white point, D65. Lower values are warmer and higher values are cooler. The valid range is from 1000 to 10000. Only takes effect when enableColorTemperature is set to true. When active, the computed result multiplies against the color attribute. See UsdLuxBlackbodyTemperatureAsRgb().
This is always calculated as an RGB color using a D65 white point, regardless of the rendering color space, normalized such that the default value of 6500 will always result in white, and then should be transformed to the rendering color space.
Spectral renderers should do the same and then uplift the resulting color after multiplying with the color
attribute. We recommend the use of a rendering color space well defined in terms of a Illuminant D illuminant, to avoid unspecified uplift. See: Quantities and Units
Declaration | float inputs:colorTemperature = 6500 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdAttribute GetDiffuseAttr | ( | ) | const |
A multiplier for the effect of this light on the diffuse response of materials.
This is a non-physical control.
Declaration | float inputs:diffuse = 1 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdAttribute GetEnableColorTemperatureAttr | ( | ) | const |
Enables using colorTemperature.
Declaration | bool inputs:enableColorTemperature = 0 |
C++ Type | bool |
Usd Type | SdfValueTypeNames->Bool |
USDLUX_API UsdAttribute GetExposureAttr | ( | ) | const |
Scales the brightness of the light exponentially as a power of 2 (similar to an F-stop control over exposure).
The result is multiplied against the intensity:
Normatively, the lights' emission is in units of spectral radiance normalized such that a directly visible light with intensity
1 and exposure
0 normally incident upon the sensor plane will generate a pixel value of [1, 1, 1] in an RGB renderer, and thus have a luminance of 1 nit (cd∕m²). A light with intensity
1 and exposure
2 would therefore have a luminance of 4 nits.
Declaration | float inputs:exposure = 0 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdRelationship GetFiltersRel | ( | ) | const |
Relationship to the light filters that apply to this light.
USDLUX_API UsdShadeInput GetInput | ( | const TfToken & | name | ) | const |
Return the requested input if it exists.
USDLUX_API std::vector< UsdShadeInput > GetInputs | ( | bool | onlyAuthored = true | ) | const |
Inputs are represented by attributes in the "inputs:" namespace.
If onlyAuthored
is true (the default), then only return authored attributes; otherwise, this also returns un-authored builtins.
USDLUX_API UsdAttribute GetIntensityAttr | ( | ) | const |
Scales the brightness of the light linearly.
Expresses the "base", unmultiplied luminance emitted (L) of the light, in nits (cd∕m²):
Normatively, the lights' emission is in units of spectral radiance normalized such that a directly visible light with intensity
1 and exposure
0 normally incident upon the sensor plane will generate a pixel value of [1, 1, 1] in an RGB renderer, and thus have a luminance of 1 nit. A light with intensity
2 and exposure
0 would therefore have a luminance of 2 nits.
Declaration | float inputs:intensity = 1 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdCollectionAPI GetLightLinkCollectionAPI | ( | ) | const |
Return the UsdCollectionAPI interface used for examining and modifying the light-linking of this light.
Light-linking controls which geometry this light illuminates.
USDLUX_API UsdAttribute GetMaterialSyncModeAttr | ( | ) | const |
For a LightAPI applied to geometry that has a bound Material, which is entirely or partly emissive, this specifies the relationship of the Material response to the lighting response.
Valid values are:
Declaration | uniform token light:materialSyncMode = "noMaterialResponse" |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
Variability | SdfVariabilityUniform |
Allowed Values | materialGlowTintsLight, independent, noMaterialResponse |
USDLUX_API UsdAttribute GetNormalizeAttr | ( | ) | const |
Normalizes the emission such that the power of the light remains constant while altering the size of the light, by dividing the luminance by the world-space surface area of the light.
This makes it easier to independently adjust the brightness and size of the light, by causing the total illumination provided by a light to not vary with the area or angular size of the light.
Mathematically, this means that the luminance of the light will be divided by a factor representing the "size" of the light:
...where sizeFactor
= 1 if normalize
is off, and is calculated depending on the family of the light as described below if normalize
is on.
For a dome light (and its associated PortalLight), this attribute is ignored:
For an area light, the sizeFactor
is the surface area (in world space) of the shape of the light, including any scaling applied to the light by its transform stack. This includes the boundable light types which have a calculable surface area:
For distant lights, we first define 𝛳max as:
Then we use the following formula:
This formula is used because it satisfies the following two properties:
The above taxonomy describes behavior for all built-in light types. (Note that the above is based on schema family - i.e., DomeLight_1
follows the rules for a DomeLight
, and ignores normalize
).
Lights from other third-party plugins / schemas must document their expected behavior with regards to normalize. However, some general guidelines are:
Lights that don't clearly meet any of the above criteria may either ignore the normalize attribute or try to implement support using whatever heuristic seems to make sense. For instance, MyMandelbulbLight might use a sizeFactor equal to the world-space surface area of a sphere which "roughly" bounds it.
Declaration | bool inputs:normalize = 0 |
C++ Type | bool |
Usd Type | SdfValueTypeNames->Bool |
USDLUX_API UsdShadeOutput GetOutput | ( | const TfToken & | name | ) | const |
Return the requested output if it exists.
USDLUX_API std::vector< UsdShadeOutput > GetOutputs | ( | bool | onlyAuthored = true | ) | const |
Outputs are represented by attributes in the "outputs:" namespace.
If onlyAuthored
is true (the default), then only return authored attributes; otherwise, this also returns un-authored builtins.
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Return a vector of names of all pre-declared attributes for this schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended methods of the schemas involved.
USDLUX_API TfToken GetShaderId | ( | const TfTokenVector & | renderContexts | ) | const |
Return the light's shader ID for the given list of available renderContexts
.
The shader ID returned by this function is the identifier to use when looking up the shader definition for this light in the shader registry.
The render contexts are expected to be listed in priority order, so for each render context provided, this will try to find the shader ID attribute specific to that render context (see GetShaderIdAttrForRenderContext()) and will return the value of the first one found that has a non-empty value. If no shader ID value can be found for any of the given render contexts or renderContexts
is empty, then this will return the value of the default shader ID attribute (see GetShaderIdAttr()).
USDLUX_API UsdAttribute GetShaderIdAttr | ( | ) | const |
Default ID for the light's shader.
This defines the shader ID for this light when a render context specific shader ID is not available.
The default shaderId for the intrinsic UsdLux lights (RectLight, DistantLight, etc.) are set to default to the light's type name. For each intrinsic UsdLux light, we will always register an SdrShaderNode in the SdrRegistry, with the identifier matching the type name and the source type "USD", that corresponds to the light's inputs.
Declaration | uniform token light:shaderId = "" |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
Variability | SdfVariabilityUniform |
USDLUX_API UsdAttribute GetShaderIdAttrForRenderContext | ( | const TfToken & | renderContext | ) | const |
Returns the shader ID attribute for the given renderContext
.
If renderContext
is non-empty, this will try to return an attribute named light:shaderId with the namespace prefix renderContext
. For example, if the passed in render context is "ri" then the attribute returned by this function would have the following signature:
Declaration | token ri:light:shaderId |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
If the render context is empty, this will return the default shader ID attribute as returned by GetShaderIdAttr().
USDLUX_API UsdCollectionAPI GetShadowLinkCollectionAPI | ( | ) | const |
Return the UsdCollectionAPI interface used for examining and modifying the shadow-linking of this light.
Shadow-linking controls which geometry casts shadows from this light.
USDLUX_API UsdAttribute GetSpecularAttr | ( | ) | const |
A multiplier for the effect of this light on the specular response of materials.
This is a non-physical control.
Declaration | float inputs:specular = 1 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
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Definition at line 205 of file lightAPI.h.
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Compile time constant representing what kind of schema this class is.
Definition at line 113 of file lightAPI.h.