PxrDirectLighting

PxrDirectLighting

images/intDirectLighting.png

This is a debugging or "draft-quality" integrator that implements only the direct lighting portion of the light transport. It is not designed to produce "final-quality" images. Since it doesn't implement indirect lighting paths it cannot produce reflections, refractions, or other global illumination effects, nor can it handle any effects that require a volume integrator.

Parameters

"int numLightSamples"
controls the number of light samples for direct illumination per camera hit point. The default is 4.
"int numBxdfSamples"
controls the number of Bxdf samples for direct illumination per camera hit point. The default is 4.

Standard AOVs

On top of regular LPE-based AOVs, this integrator ouptuts a number of standard AOVs typically used by compositors.

Declaration Contents Channels
color __Pworld P in world-space
__Pworld.r : x component
__Pworld.g : y component
__Pworld.b : z component
color __Nworld Nn in world-space
__Nworld.r : x component
__Nworld.g : y component
__Nworld.b : z component
color __depth Multi-purpose AOV
__depth.r : depth from camera in world-space
__depth.g : height in world-space
__depth.b : geometric facing ratio : abs(Nn.V)
color __st Texture coords
__st.x : s
__st.y : t
__st.z : 0.0
color __Pref Reference Position primvar (if available)
__Pref.r : x component
__Pref.g : y component
__Pref.b : z component
color __Nref Reference Normal primvar (if available)
__Nref.r : x component
__Nref.g : y component
__Nref.b : z component
color __WPref Reference World Position primvar (if available)
__WPref.r : x component
__WPref.g : y component
__WPref.b : z component
color __WNref Reference World Normal primvar (if available)
__WNref.r : x component
__WNref.g : y component
__WNref.b : z component