PxrAreaLight

PxrAreaLight

images/lightArea.png

An area light source designed to be attached to geometry to turn it into an geometric area light sources. You may also consider adding the PxrLightEmission material as the Bxdf as well.

Parameters

Shape

Specifies the shape of the area light emitter.

  • rect: rect
  • disk: disk
  • sphere: sphere
  • cylinder: cylinder
  • distant: distant
  • spot: spot
RIB: string shape
Default: "rect"

Color

The color of the emitted light.

RIB: color lightcolor
Default: 1.0 1.0 1.0

Emission Map

An optional color map for emitted light.

RIB: string emissionmap
Default: ""

Color Temperature

Allows you choose the color temperature of the light. Unlike the basic light color this allows you to easily pick plausible light colors based on standard scientific temperature measurements. Typical color temperatures lie in the range 5000 through 8000. When -1, no color temperature correction is applied.

RIB: float temperature
Default: -1.0

Intensity

Scale the total energy emitted by the light source.

RIB: float intensity
Default: 1.0

Exposure

Specifies the intensity of the area light as a power of 2. Increasing the intensity by 1 will double the energy emitted by the light source. A value of 0 produces an intensity of 1, -1 produces .5.

RIB: float exposure
Default: 0.0

Normalize

When normalize is enabled, the amount of light contributed to the scene will not change as you scale the light source. This makes it easier to adjust highlight size without changing scene lighting drastically.

RIB: float areaNormalize
Default: 0.0

Specular Contribution

Scale the specular contribution of this light.

RIB: color specAmount
Default: 1.0 1.0 1.0

Diffuse Contribution

Scale the diffuse contribution of this light.

RIB: color diffAmount
Default: 1.0 1.0 1.0

Light Group

The name of the group this light belongs to. The group is a special type of attribute which allows you to provide light category support for geometric area lights, as well as per group AOVs for the lighting on the surface.

RIB: string __group
Default: ""

Blockers

Binds light blockers to the light.

RIB: shader[] __boundcoshaders
Default: []

Spotlight

Cone Angle

Spot cone angle

RIB: float coneangle
Default: 20.0

Penumbra Angle

Spot cone angle

RIB: float penumbraangle
Default: 5.0

Penumbra Exponent

Change the falloff of the penumbra.

RIB: float penumbraexponent
Default: 0.0

Light Profile

LatLong Emission Map

Name of the emission color map.

RIB: string profilemap
Default: ""

IES Map

Name of the IES emission map.

RIB: string iesprofile
Default: ""

Profile Range

Rescales the angular distribution of the IES profiles. Values less than one will make the profile smaller, greater than 1 will inscrease its coverage.

RIB: float profilerange
Default: 180.0

Profile Space

Specifies the space that the IES profile or emission color map is in.

RIB: string profilespace
Default: "object"

Distribution Angle

Focusing power of the geometric area lights. Range is 0 to 90

RIB: float cosinepower
Default: 90.0

Distant

Angular Visibility

Specifies the size of the highlight as a angle. Only valid when "Shape" is set to distant.

RIB: float angularVisibility
Default: 1.0

Shadows

Shadow Color

The color of the shadows cast by emitted light.

RIB: color shadowColor
Default: 0.0 0.0 0.0

Trace Shadows

Enable raytraced shadows.

RIB: float traceShadows
Default: 1.0

Adaptive Shadows

Adaptively sample the lights shadows. Conservative mode will trace a larger percentage of the shadow rays, which will result in less acceleration, but potentially better quality shadows. Aggressive will trace fewer rays which can result in more significant speedups.

  • 0: None
  • 1: Conservative
  • 2: Aggressive
RIB: float adaptiveShadows
Default: 1.0

Trace Subset

Set of geometry to consider for traced shadow intersection.

RIB: string shadowSubset
Default: ""

Don't Trace Subset

Set of geometry to ignore for traced shadow intersection.

RIB: string shadowExcludeSubset
Default: ""

Shadow Map

Name of the area shadow map.

RIB: string shadowMap
Default: ""

Shadow Jitter

This parameter controls the "samplebase" parameter for area shadows. If you are having issues with dark lines at the concave junction of polygon faces, lower the value of this parameter.

RIB: float shadowSampleBase
Default: 0.5

Shadow Trace Bias

Raytracing bias for shadow computations. -1 uses automatically computed value value.

RIB: float shadowTraceBias
Default: -1.0

Shadowmap Bias

Area shadow map bias. See documentation on area shadow for more information.

RIB: float shadowMapBias
Default: 1.0

Shadowmap Bias 2

Second area shadow map bias. See documentation on area shadow for more information.

RIB: float shadowMapBias2
Default: 1.0