DiskLight
An intrinsic light that emits light from a circular disk centered in the XY plane. The light is emitted from one side of the disk along the -Z axis.
Use DiskLights to illuminate objects, simulating soft boxes used in photography, linear lights, fluorescent lights, and light panels.
The following simple example has a DiskLight positioned near a Sphere and Cube, with a radius of 0.8 and an intensity of 20.
#usda 1.0
(
upAxis = "Y"
)
def Scope "Lights"
{
def DiskLight "Light1"
{
float inputs:radius = 0.8
color3f inputs:color = (1, 1, 1)
float inputs:intensity = 20.0
double3 xformOp:translate = (4, 0, 1)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
def Xform "TestGeom"
{
def Sphere "Sphere1"
{
token purpose = "render"
color3f[] primvars:displayColor = [(1, 1, 1)] (
interpolation = "constant"
)
double3 xformOp:translate = (0, 0, -2)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Cube "Cube"
{
token purpose = "render"
color3f[] primvars:displayColor = [(1, 1, 1)] (
interpolation = "constant"
)
double size = 8
double3 xformOp:translate = (0, 0, -8)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
Example RenderMan output for this layer:
Properties
inputs:radius
USD type: float
Fallback value: 0.5
Radius of the disk. A larger radius increases the overall reach of the light.
light:shaderId
USD type: token
Fallback value: DiskLight
The shader ID for a DiskLight. USD will also register a Sdr shader node with a “DiskLight” identifier and the source type “USD” to correspond to the light’s inputs
Inherited Properties (Boundable)
extent
USD type: float3[]
Inherited Properties (Xformable)
xformOpOrder
USD type: token[]
Inherited Properties (Imageable)
proxyPrim
USD type: rel (relationship)
purpose
USD type: token
Fallback value: default
visibility
USD type: token
Fallback value: inherited